Template:Hl1 kv door
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This is a keyvalue for @BaseClass Door (CBaseDoor in code) from Half-Life. Used by func_door, func_door_rotating, and func_water.
- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
- A named door will be locked, and can only opened by being targeted.
- Global Entity Name (globalname) <string>
- Name to identify entity accross level transitions. Entities with the same global name will have the same status accross maps.
- Pitch Yaw Roll (Y Z X) (angles) <angle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- For sliding doors, this is the direction the door will move when opened.
- For rotating doors, this is the default rotation.
- Angular Velocity (avelocity) <vector3> !FGD
- Only affects sliding doors. See
Entity Attribute: Angular Velocity.
- Target (target) <targetname>
- The targetname of an entity this entity will trigger when activated.
- Delay before trigger (delay) <integer>
- Delay in seconds before firing the targeted entity.
- Killtarget (killtarget) <targetname>
- Entity to remove when activated.
- Speed (speed) <float>
- Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.
- Master (master) <targetname>
- Name of a master entity.
- A door with a master will be locked until the master condition is fulfilled.
- Move Sound (movesnd) <byte choices>
# Name 0 No Sound 1 Servo (Sliding) 2 Pneumatic (Sliding) 3 Pneumatic (Rolling) 4 Vacuum 5 Power Hydraulic 6 Large Rollers 7 Track Door 8 Snappy Metal Door 9 Squeaky 1 10 Squeaky 2
- Stop Sound (stopsnd) <byte choices>
# Name 0 No Sound 1 Clang with brake 2 Clang reverb 3 Ratchet Stop 4 Chunk 5 Light airbrake 6 Metal Slide Stop 7 Metal Lock Stop 8 Snappy Metal Stop
Note:movesnd and stopsnd are effectively booleans in
Day of Defeat, with only one option, and stopsnd's default sound being silent.
- delay before close, -1 stay open (wait) <integer>
- Time until the door returns to the closed position. A value of -1 means the door never auto-closes.
- Lip (lip) <integer>
- 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.
- Damage inflicted when blocked (dmg) <integer>
- How much damage the player receives if he gets stuck between the door and something solid.
- Message If Triggered (message) <string>
- Message appears when the entity has been triggered.
- Target (target) <targetname>
- When the door is opened, it triggers the entity with the name specified by Target
- Delay before fire (delay) <integer>
- Delays the door from opening and/or closing (in seconds).
- Fire on Close (netname) <string>
Health (shoot open) (health) <integer>- Deprecated.
Leftover fromQuake, where the door would have to be damaged to this extent to open.
- Give health (healthvalue) <byte> !FGD
- Health to heal player who opens the door (activator) when door is opened.
Leftover from the Half-Life Alpha, where health cabinets using func_door_rotating were used instead of func_healthcharger. Important:This is infinite, unlike func_healthcharger; it will heal every time the door opens!
- Locked Sound (locked_sound) <byte choices>
# Name 0 None 2 Access Denied 8 Small zap 10 Buzz 11 Buzz Off 12 Latch Locked
- Unlocked Sound (unlocked_sound) <byte choices>
# Name 0 None 1 Big zap & Warmup 3 Access Granted 4 Quick Combolock 5 Power Deadbolt 1 6 Power Deadbolt 2 7 Plunger 8 Small zap 9 Keycard Sound 10 Buzz 13 Latch Unlocked
- Locked Sentence (locked_sentence) <byte choices>
# Name 0 None 1 Gen. Access Denied 2 Security Lockout 3 Blast Door 4 Fire Door 5 Chemical Door 6 Radiation Door 7 Gen. Containment 8 Maintenance Door 9 Broken Shut Door
- Unlocked Sentence (unlocked_sentence) <byte choices>
# Name 0 None 1 Gen. Access Granted 2 Security Disengaged 3 Blast Door 4 Fire Door 5 Chemical Door 6 Radiation Door 7 Gen. Containment 8 Maintenance Door
- Render FX (renderfx) <choices>
- Render FX mode to use, for special effects.
Value Description 0 Normal 1 Slow Pulse 2 Fast Pulse 3 Slow Wide Pulse 4 Fast Wide Pulse 5 Slow Fade Away 6 Fast Fade Away 7 Slow Become Solid 8 Fast Become Solid 9 Slow Strobe 10 Fast Strobe 11 Faster Strobe 12 Slow Flicker 13 Fast Flicker 14 Constant Glow 15 Distort 16 Hologram (Distort + fade)
- Render Mode (rendermode) <choices>
- Render Mode to use.
Value Description 0 Normal 1 Color 2 Texture 3 Glow 4 Solid 5 Additive
- Render Amount (0-255) (renderamt) <integer>
- Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
- Render Color (R G B) (rendercolor) <color255>
- Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.