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Brush EntityA very useful entity that makes a, uh, door (although with a bit of imagination the definition of 'door' can be stretched).
Attributes
Name (targetname) - Property used to identify entities.
Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
- 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 and Fade)
Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are:
- 0 = Normal
- 1 = Color
- 2 = Texture
- 3 = Glow
- 4 = Solid
- 5 = Additive
KillTarget (killtarget) - When an entity is triggered, it will remove from the game the entity specified by this property.
Master (master) - The name of a multisource (or game_team_master) entity. A master must usually be active in order for the entity to work. Thus they act almost like an on/off switch, in their simplest form, and like an AND gate in the case of the multisource.
Move Sound (movesnd) - These apply either to door or elevator type entities. For doors, the options are as follows:
- 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
And for elevators:
- 0 = No Sound
- 1 = big elev 1
- 2 = big elev 2
- 3 = tech elev 1
- 4 = tech elev 2
- 5 = tech elev 3
- 6 = freight elev 1
- 7 = freight elev 2
- 8 = heavy elev
- 9 = rack elev
- 10 = rail elev
- 11 = squeek elev
- 12 = odd elev 1
- 13 = odd elev 2
Stop Sound (stopsnd) - This property is found in both door and elevator type entities. For doors, the options are:
- 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
And these are elevator options:
- 0 = no sound
- 1 = big elev stop 1
- 2 = big elev stop 2
- 3 = freight elev stop
- 4 = heavy elev stop
- 5 = rack stop
- 6 = rail stop
- 7 = squeek stop
- 8 = quick stop
Target (target) - When an entity is activated, it triggers the entity with the name specified by Target.
Locked Sound (locked_sound) - Sounds to play when the entity is 'locked'. Options are:
- 0 = None
- 2 = Access Denied
- 8 = Small zap
- 10 = Buzz
- 11 = Buzz Off
- 12 = Latch Locked
Unlocked Sound (unlocked_sound) - Sound to play when entity is 'unlocked'. Options are:
- 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
- 14 = Light Switch
Locked Sentence (locked_sentence) - Sentence that is spoken when entity is 'locked'. Options are:
- 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) - Sentence that is spoken when entity is 'unlocked'. Options are:
- 1 = Gen. Access Granted
- 2 = Security Disengaged
- 3 = Blast Door
- 4 = Fire Door
- 5 = Chemical Door
- 6 = Radiation Door
- 7 = General Containment
- 8 = Maintenance area
FX Amount (renderamt)FX Color (rendercolor)Global Entity Name (globalname)Pitch Roll Yaw (angles)Speed (speed) - Speed of movement.
Delay before close (wait) - Time to wait before the door closes after opening (-1 makes it stay open)
Lip (lip) - Number of units left after move (the lip value is subtracted from the move distance).
Damage inflicted when blocked (dmg) - How much damage the player receives if he gets stuck between the door and something solid.
Message if triggered (message)Delay before fire (delay)Fire on Close (netname)Health (health) - With a non-zero value here, the door will have to be damaged to this extent to open.
Minimum light level (_minlight)ZHLT Lightflags (zhlt_lightflags)Light Origin Target (light_origin)
Flags
- Starts open (1) - Door starts in its 'open' position.
- Don't link (4)
- Passable (8)
- Toggle (32)
- Use only (256) - Player must "use" to open. Enabling this prevents the entity being triggered any other way.
- Monsters can't (512) - Monsters with arms (e.g. zombies, grunts) can't use the door.
Notes
- Giving func_door entity a name will make it locked.
- When activated the door will move it's entire width in the open direction.
- Can be made to act very much like a button...
- The func_door can be made into a simple elevator.