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CBaseDoor defined in doors.cpp
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This entity is Obsolete. Its use is discouraged, and it may only exist/function in older engine branches.
It has since been replaced by Source's water brushes and func_water_analog.
It has since been replaced by Source's water brushes and func_water_analog.
Entity Description
Legacy entity from the GoldSrc engine. No longer works in Source; however, it appears Valve did try to port it.
Keyvalues
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
- Move Direction (Pitch Yaw Roll)
(movedir)
<angle> - The direction the water will move when it is told to 'Open'. Default value is "0 0 0".
- Wave Height
(WaveHeight)
<string> - Default value is 3.0.
BaseDoor:
- Linked Door
(chainstodoor)
<string> !FGD - Passes the door's
+use
inputs and touch events onto a different door, so it also is activated.
- Block Filter Name
(filtername)
<targetname> - (For Half-Life: Source) Filter to use to determine entities that can block the door.
- Speed
(speed)
<float> - Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.
- Start Sound
(noise1)
<sound> - Sound to play when the door starts moving (regardless of opening or closing).
- Stop Sound
(noise2)
<sound> - Sound to play when the door stops moving (regardless of opening or closing).
- Start Close Sound
(startclosesound)
<sound> - Sound to play when the door starts closing.
- Stop Close Sound
(closesound)
<sound> - Sound to play when the door stops closing.
- Delay Before Reset
(wait)
<float> - Time until the door returns to the closed position. A value of -1 means the door never auto-closes.
- Lip
(lip)
<float> - When the door opens, it will move its full length minus this many units. Negative values will make the door move that many more than its length.
- Blocking Damage
(dmg)
<float> - Amount of damage done to entities that block the movement of this door, per frame.
- Bug:Normally a door will damage things blocking it, however if the player is teleported by a
trigger_teleport
while usingnoclip
, they will not be damaged.
- Force Closed
(forceclosed)
<boolean> - Makes the door close no matter what. Useful for doors that have to close even if the player tries to block them with objects.
- Ignore Debris
(ignoredebris)
<boolean> - Changes the door's collision group to
COLLISION_GROUP_INTERACTIVE
, which ignores debris objects. Not compatible with the Non-solid to Player spawnflag as it also sets a collision group.
Health(health)
<integer>- Deprecated. Do not use.
Message If Triggered(message)
<string>- Deprecated. Do not use.
- Locked Sound
(locked_sound)
<string> - Sound played when the player tries to open the door, and fails because it's locked.
- Unlocked Sound
(unlocked_sound)
<string> - Sound played when door is unlocked.
- Spawn Position
(spawnpos)
<choices> - State the door should begin in.
- 0: Closed
- 1: Open
- Locked Sentence
(locked_sentence)
<choices> (only in ) - Intercom voiceline for when the player tries to use the door, but it's locked.
- Unlocked Sentence
(unlocked_sentence)
<choices> (only in ) - Intercom voiceline for when the door is unlocked.
- Loop Moving Sound?
(loopmovesound)
<boolean> - Makes the door's Start Sound loop until the door finishes moving.
- Bug:If an already-looping sound is played with this enabled, it can continue forever. Further attempts to open or close the door will only add another looping sample to the noise.
Flags
- [
1
] : "Starts Open"
- [
256
] : "Use Only"
Inputs
Door:
Open
- Opens door.
Close
- Closes door.
Toggle
- Opens door if closed, closes door if opened.
Lock
- Prevent door from opening, but can still close.
Unlock
- Allow door to operate as normal.
SetSpeed
<float>- Sets Speed.
Outputs
BaseDoor:
OnClose
- Fired when the door starts to close.
OnOpen
- Fired when the door starts to open.
OnFullyClosed
- Fired when the door finishes closing. Reversed if Start Open flag is set.
OnFullyOpen
- Fired when the door finishes opening. Reversed if Start Open flag is set.
OnBlockedClosing
- Fired when the door has been blocked from closing.
!activator
is whatever blocks the door.
OnBlockedOpening
- Fired when the door has been blocked from opening.
!activator
is whatever blocks the door.
OnUnblockedClosing
- Fired when the door is no longer blocked from closing.
OnUnblockedOpening
- Fired when the door is no longer blocked from opening.
OnLockedUse
- Fired when the player tries to open the door but fails because it is locked.