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func_door

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func_door
ТипОбъёмный объект мира
ПлатформаSource Source Source 2 Source 2
ДоступностьВо всех играх
 


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func_door - это объёмный объект мира, доступно для всех игр на движке Source Source. Используется для создания простой раздвижной двери.

Ключевые значения

Move Direction (Направление движения) <angle (en)>
Направление, в котором дверь будет двигаться, когда её откроют. Она всегда перемещается на собственную длину.
Block Filter Name (Имя фильтра блока) <целевой объект (en)>
Доступно только в Half-Life: Source (en)) Фильтр, который определяет, какие энтити или NPC могут блокирывать закрытие или открытие двери.

Origin:

Origin (X Y Z) (origin) <origin (en)>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.

Углы:
Pitch Yaw Roll (Y Z X) <angle (en)>
Ориентация этого объекта в мире. Тангаж (pitch) - поворот по оси Y, рысканье (yaw) - поворот по Z и крен(roll) - поворот по X.

BaseDoor:

Linked Door (chainstodoor) <строка (en)> Отсутствует в FGD!
Passes the door's +use inputs and touch events onto a different door, so it also is activated.
Block Filter Name (filtername) <целевой объект (en)>
(For Half-Life: Source) Filter to use to determine entities that can block the door.
Speed (speed) <число с плавающей запятой (en)>
Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.
Start Sound (noise1) <sound (en)>
Sound to play when the door starts moving (regardless of opening or closing).
Stop Sound (noise2) <sound (en)>
Sound to play when the door stops moving (regardless of opening or closing).
Start Close Sound (startclosesound) <sound (en)>
Sound to play when the door starts closing.
Stop Close Sound (closesound) <sound (en)>
Sound to play when the door stops closing.
Delay Before Reset (wait) <число с плавающей запятой (en)>
Time until the door returns to the closed position. A value of -1 means the door never auto-closes.
Lip (lip) <число с плавающей запятой (en)>
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) <число с плавающей запятой (en)>
Amount of damage done to entities that block the movement of this door, per frame.
Icon-Bug.pngБаг:Normally a door will damage things blocking it, however if the player is teleported by a trigger_teleport while using noclip, they will not be damaged.
Force Closed (forceclosed) <булева переменная (en)>
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) <булева переменная (en)>
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) <целое число (en)> Obsolete
Устарело Do not use.
Message If Triggered (message) <строка (en)> Obsolete
Устарело Do not use.
Locked Sound (locked_sound) <строка (en)>
Sound played when the player tries to open the door, and fails because it's locked.
Unlocked Sound (unlocked_sound) <строка (en)>
Sound played when door is unlocked.
Spawn Position (spawnpos) <варианты выбора>
State the door should begin in.
  • 0: Closed
  • 1: Open
Locked Sentence (locked_sentence) <варианты выбора> (Во всех играх начиная с Half-Life: Source)
Intercom voiceline for when the player tries to use the door, but it's locked.
Unlocked Sentence (unlocked_sentence) <варианты выбора> (Во всех играх начиная с Half-Life: Source)
Intercom voiceline for when the door is unlocked.
Loop Moving Sound? (loopmovesound) <булева переменная (en)>
Makes the door's Start Sound loop until the door finishes moving.
Icon-Bug.pngБаг: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.

Флаги

Icon-Bug.pngБаг:Установка флага Starts Open (стартовать открытой) заставит некоторые Output'ы работать немного неправильно (OnFullyClosed (когда полностью закроется) не вызывается, когда дверь закроется

BaseDoor:

  •  [1] : Starts Open Obsolete
       Устарело Door behaves more like the doors in Half-Life Half-Life. Some outputs don't work.
  •  [4] : Non-solid to Player
       Sets the collision group to COLLISION_GROUP_PASSABLE_DOOR, so the player cannot collide with it while other things can. This is not compatible with Ignore Debris as that also sets a collision group.
  •  [8] : Passable
       This door is solid to nothing at all.
  •  [32] : Toggle
       Inputs are interpreted as to open if the door is closed and to close if open, instead of the default behavior where inputs are always interpreted as to open. This sets the delay before reset to -1 (overriding wait), i.e., the door will never reset.
  •  [256] : Use Opens
  •  [512] : NPCs Can't
       NPCs can't open this door.
  •  [1024] : Touch Opens
       When a player or NPC touches the door, it will count as an attempt to open it.
    Icon-Bug.pngБаг:The door will play it's Locked Sound when touched, even if Touch Opens is disabled
  •  [2048] : Starts locked
       This door spawns locked and cannot be opened by the player or NPCs (but buttons can still trigger it).
  •  [4096] : Door Silent
       This door makes no noise.
  •  [65536] : New Use rules Отсутствует в FGD!
       Door can only be used if it's not moving, is closing, or when it's open.

Input'ы

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 <число с плавающей запятой (en)>
Sets Speed.

Output'ы

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.