func_lookdoor

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Class hierarchy
CLookDoor
CFuncMoveLinear
CBaseToggle
CBaseEntity
look_door.cpp

func_lookdoor is a brush entity available in Half-Life 2 series Half-Life 2 series. It's a door that moves, either when looked by a targeted object or when a target object comes near the door. Behavior can be either based on viewing direction or proximity alone, or on a combination of both.

Note.pngNote:The SetPosition input and Start Position keyvalue do not perform any bounds checking, so values less than 0 and greater than 1 can be used. Negative values will move in the opposite direction to the movement direction, and values greater than 1 will move it in multiples of the set Move Distance. Moving past the opened/closed position does not trigger the OnFullyOpen and OnFullyClosed outputs.
Icon-Bug.pngBug:There are bugs that may arise when parenting this entity to any of these: func_movelinear, func_lookdoor, func_water_analog. A func_door (or for func_water_analog, func_water) can be used as a workaround. (see here for a code fix)[ Code Fix]
Confirm:Might be fixed in Portal 2? Parented movelinears are used extensively for this game's piston platforms.
  [todo tested in?]
Icon-Bug.pngBug:In Team Fortress 2, parenting a move_rope or keyframe_rope will cause the entities to disappear. Clarification required if the rope entities are deleted or are simply not rendered.  [todo tested in?]
Note.pngNote:This entity is also in the code for Portal. Its functionality is not guaranteed.


Flags

!FGD FuncMoveLinear:

  • 8: Not Solid
Icon-Bug.pngBug:Physics objects cannot be constrained to this entity when this flag is enabled.  [todo tested in?]

LookDoor:

  •  LookDoor Threshold : [8192]
  •  LookDoor Invert : [16384]
          Make the door behave oppositely. Player has to be outside Proximity Distance, and not looking at the door within Field of View.
  •  LookDoor From Open : [32768]

Keyvalues

Note.pngNote:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs


Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Target (target) <targetname> !FGD
Thing (probably a player) that we will check for LOS to the door.
Proximity Distance (ProximityDistance) <float>
If non-zero, how close target must be for door to move.
Proximity Offset (ProximityOffset) <float>
Offset from the target object.
Field of View (FieldOfView) <float>
If non-zero, how far away from the door the target can look while still triggering it.

FuncMoveLinear:

Move Direction (Pitch Yaw Roll) (movedir) <angle>
The direction the entity will move in.
Start Position (startposition) <float>
Position of brush when spawned, where 0 is the starting position and 1 is starting position + (move direction * move distance).
Speed (speed) <integer>
The speed that the brush moves, in inches per second.
Move Distance (movedistance) <float>
The distance from the starting point that the brush should move, in inches.
Block Damage (blockdamage) <float>
The amount of damage to do to any entity that blocks the brushes, per frame.
Icon-Bug.pngBug:Block damage doesn't function on players who passed through a trigger_teleport using noclip, though it will have effect again if the the player goes through a trigger_teleport without noclip.  [todo tested in?]
Sound played when the brush starts moving. (startsound) <sound>
The sound to play when the brush starts moving.
Sound played when the brush stops moving. (stopsound) <sound>
The sound to play when the brush stops moving.

Inputs

InvertOn
Enabled inverted behavior.
InvertOff
Turn door behavior back to the normal method.

FuncMoveLinear:

Open
Move the brush to the end position (starting position + (move direction * move distance)).
Close
Move the brush to the starting position.
SetPosition <float>
Move the brush to a specific position, where 0 is the starting position and 1 is the starting position + (move direction * move distance).
SetSpeed <float>
Set the speed and update immediately.

Outputs

FuncMoveLinear:

OnFullyOpen
Fired when the brush reaches the end position (starting position + (move direction * move distance)).
OnFullyClosed
Fired when the brush reaches the starting position.