Template:Hl1 kv door

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This is a keyvalue for @BaseClass Door (CBaseDoor in code) from Half-Life 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 Twhl hammer emote.png 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.pngNote:movesnd and stopsnd are effectively booleans in Day of Defeat 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> Obsolete
Deprecated.
Leftover from Quake Quake, 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.
Icon-Important.pngImportant: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.