Template:KV Door

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BaseDoor:

Linked Door (chainstodoor) <targetname> !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 opening. Also plays when door starts closing if startclosesound is absent.
Stop Sound (noise2) <sound>
Sound to play when the door stops opening. Also plays when door stops closing if closesound is absent.
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.
Icon-Bug.pngBug: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.  [todo tested in?]
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 (shoot open) (health) <integer> Obsolete
Deprecated.
In Quake Quake and GoldSrc GoldSrc, if this was set, the door would open when it took this much damage. Nonfunctional in most Source Source games; can be emulated by parenting an invisible func_button with spawnflag 512 set, and having the button target this door.
Message If Triggered (message) <string> Obsolete
Deprecated.
In Quake Quake and GoldSrc GoldSrc, if this was set, a message would appear on the the player's hud when the door is locked and they attempt to open the door. Nonfunctional in most Source Source games; can be emulated by calling an env_message with the door's OnLockedUse output.
Locked Sound (locked_sound) <sound>
Sound played when the player tries to open the door, and fails because it's locked.
Unlocked Sound (unlocked_sound) <sound>
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 Half-Life: Source Half-Life Deathmatch: Source)
Intercom voiceline for when the player tries to use the door, but it's locked.
Unlocked Sentence (unlocked_sentence) <choices> (only in Half-Life: Source Half-Life Deathmatch: Source)
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.
Icon-Bug.pngBug: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.  [todo tested in?]