prop_door_rotating_checkpoint

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Class hierarchy
CPropDoorRotatingCheckpoint
CPropDoorRotating
CBasePropDoor
CDynamicProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity

prop_door_rotating_checkpoint is a point entity available in Left 4 Dead series Left 4 Dead series. It is a special variant of prop_door_rotating for checkpoint doors in the world.

It's used by info_changelevel to determine when to start the transition to the next map when all survivors stand inside. Usually only 1 door is used for ending checkpoint but the exact condition for a transition to begin is that all the checkpoint doors that belong to it need to be closed, which means it can also be 0 doors so transition starts right away as survivors are inside or even 10 doors and all of them need to be closed.

In Versus mode, the starting checkpoint door cannot be closed after it's been opened and it opens automatically if it remains closed for the amount of seconds specified in versus_force_start_time cvar ↓.

Note.pngNote:Notices and information how to set up doors on prop_door_rotating page also applies here
Note.pngNote:All Keyvalues / Inputs / Outputs are same as prop_door_rotating.
Note.pngNote:The sound that plays for the metal bar being removed is hardcoded. It can only be changed by editing the level_sound script for each map. More info on how to do so can be found here

Gallery

Models used in official maps. 'Exit' and 'Dead End' signs should be usually facing inside of the saferoom. The models 0x and -0x differ by having hinge on the opposite side. For each of these models there's also static version with _static at the end which are usable as prop_static.

Convars

Cvar/Command Parameters or default value Descriptor Effect
z_checkpoint_debug 0 boolean Shows detected checkpoints and checkpoint doors and areas associated with them.
versus_force_start_time 90 seconds Starts versus game after this amount of time, even if survivors are still inside the safe room

See also