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Func_door

Func_door

Table of contents
1 Entity Description
2 Keyvalues
3 Flags
4 Inputs
5 Outputs
6 See Also

Entity Description

A brush entity that will move like a sliding door.

For a door that pivots or rotates, use prop_door_rotating or func_door_rotating instead.

For having a prop based sliding door, make a prop_dynamic from the desired model and make its parent a little nodrawed

Keyvalues

<target_source> The name that other entities refer to this entity by.
<target_destination> The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
<choices>
Literal 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)
17 Scale up
22 Spotlight FX
23 Cull By Distance (TEST)
24 Fade Wider Pulse
<choices> Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.
Literal Value Render Mode Description (Click for more info.)
0 Normal Default rendering.
1 Color Obsolete.
2 Texture Plain opacity.
3 Glow No Z buffer checks. Fixed size on screen.
4 Solid / Alphatest Obsolete. (Use alphatest capabilities in materials instead.)
5 Additive Obsolete. Add this entity's color to what's behind it.
7 Additive Fractional Frame Obsolete? Blend between animation frames.
8 Alpha Add (Not in FGD.) TODO: Write description.
9 World Space Glow No Z buffer checks. Fixed size in world (as opposed to on screen).
10 Dont Render / None Don't render.
<integer> FX Amount (0 - 255) - How opaque the entity will be rendered. (0 is fully transparent, while 255 is fully opaque). Will not work if the rendermode keyvalue is set to Normal or Dont Render.
<color255> FX Color - What color the entity will be rendered in (to the degree of the opacity set with renderamt).
<string> Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
<boolean> Used to disable dynamic shadow casting from this entity.
<integer> Speed that the door moves in units per second.
<float> Time until the door returns to the closed position. A value of 0 means the door never closes.
<integer> This is the number of units the door is from the frame in the open position.
<integer> Damage to deal to objects blocking the door.
<boolean> Force the door closed even if blocked.
Door can be shot open if nonzero.
<choices> Easy alternative to the locked_sound keyvalue.
Literal Value Description
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
<choices> Easy alternative to the unlocked_sound keyvalue.
Literal Value Description
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 area
<boolean> Loop Moving Sound? - If set to true, the door's noise1 (Start Sound) will be continually looped until the door finishes moving. Note that some samples already has a built in loop that isn't used when you play them in the Hammer editor. If such samples are also looped by this keyvalue, they have been known to continue looping forever, and further attempts to open or close the door will only add another looping sample to the noise.
<sound> Plays when the door opens. / Sound to play when the door starts moving.
<sound> Plays when the door closes. / Sound to play when the door stops moving.
Done on trigger. TODO: More info here.
<sound> Audio to play when the player tries to open the door and it is locked.
<sound> Audio to play when the door becomes unlocked.
<integer> Minimum light level.
<boolean> If set, this will change the door's collision group to one that ignore collisions with debris objects (note that this is not compatible with the non-solid-to-player spawnflag).
<origin> The position of this entity's center in the world. Rotating entities rotate around their origin.
<b>> This entity's angular orientation in the world (also used for angular effect entities).
<angle> The direction the door will move, when it opens.
<filterclass> Filter to use to determine entities that block the door. ( Half-Life: Source port only )

Flags


Inputs

Removes this entity from the world.
Removes this entity and all its children from the world.
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
Set the rendercolor.
Set the renderamt.
Changes the entity's parent in the movement hierarchy.
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.
Removes this entity from the the movement hierarchy, leaving it free to move independently.
Turn shadow off.
Turn shadow on.
Open the door, if it is not fully open.
Close the door, if it is not fully closed.
Toggle the door between open and closed.
Lock the door.
Unlock the door.
Set the door speed.

Outputs

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs. !activator = activator
Fired when the door is told to close. !activator = opener (sometimes = !this)
Fired when the door is told to open. !activator = opener (sometimes = !this)
Fired when the door reaches the fully open position. !activator = user
Fired when the door reaches the fully closed position. !activator = user
Fired when the door is blocked while closing. !activator = blocker
Fired when the door is blocked while opening. !activator = blocker
Fired when the door is unblocked while closing.
Fired when the door is unblocked while opening.

See Also


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