func_door (Half-Life) Last edited 9 years ago2014-11-23 15:01:33 UTC

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Brush Entity

A very useful entity that makes a, uh, door (although with a bit of imagination the definition of 'door' can be stretched).

Attributes

[list]
[li]0 = Normal [li]Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are: [li]KillTarget (killtarget) - When an entity is triggered, it will remove from the game the entity specified by this property.[/li]
[li]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.[/li]
[li]Move Sound (movesnd) - These apply either to door or elevator type entities. For doors, the options are as follows: And for elevators: [li]Stop Sound (stopsnd) - This property is found in both door and elevator type entities. For doors, the options are: And these are elevator options: [li]Target (target) - When an entity is activated, it triggers the entity with the name specified by Target.[/li]
[li]Locked Sound (locked_sound) - Sounds to play when the entity is 'locked'. Options are: [li]Unlocked Sound (unlocked_sound) - Sound to play when entity is 'unlocked'. Options are: [li]Locked Sentence (locked_sentence) - Sentence that is spoken when entity is 'locked'. Options are: [li]Unlocked Sentence (unlocked_sentence) - Sentence that is spoken when entity is 'unlocked'. Options are: [li]FX Amount (renderamt)[/li]
[li]FX Color (rendercolor)[/li]
[li]Global Entity Name (globalname)[/li]
[li]Pitch Roll Yaw (angles)[/li]
[li]Speed (speed) - Speed of movement.[/li]
[li]Delay before close (wait) - Time to wait before the door closes after opening (-1 makes it stay open)[/li]
[li]Lip (lip) - Number of units left after move (the lip value is subtracted from the move distance).[/li]
[li]Damage inflicted when blocked (dmg) - How much damage the player receives if he gets stuck between the door and something solid.[/li]
[li]Message if triggered (message)[/li]
[li]Delay before fire (delay)[/li]
[li]Fire on Close (netname)[/li]
[li]Health (health) - With a non-zero value here, the door will have to be damaged to this extent to open.[/li]
[li]Minimum light level (_minlight)[/li]
[li]ZHLT Lightflags (zhlt_lightflags)[/li]
[li]Light Origin Target (light_origin)[/li]
[/list]

Flags

Notes

4 Comments

Commented 6 years ago2017-11-22 22:52:30 UTC Comment #101130
Target will trigger both on open and on close.
Commented 6 years ago2018-06-19 15:05:27 UTC Comment #101280
Target will trigger both on open and on close.
That is when the toggle flag is set... which doesn't less suck.
Commented 2 years ago2022-05-02 00:03:28 UTC Comment #104367
What is the passable flag?
Commented 2 years ago2022-05-04 19:48:06 UTC Comment #104380
Nevermind it just lets you noclip trough it. Very usefull for secrets

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