func_door (Half-Life)
Last edited 6 years ago2018-09-06 06:40:53 UTC
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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 the door is triggered, it will remove the entity specified by this property from the game.
- 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) - The sound that is played when the door opens. Options are:
- 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
- Stop Sound (stopsnd) - The sound that is played after the door closes. 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
- Target (target) - When the door is opened, it triggers the entity with the name specified by Target.
- Locked Sound (locked_sound) - Sounds to play when the door 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 the door 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 the door 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 the door 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) - Restricts the door from being linked to a door with the same name (preventing it from opening as part of a pair).
- 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.
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