func_door_rotating
Last edited 9 months ago2024-02-15 09:01:50 UTC
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Note: This article still needs some more organizing in the team fortress classic segment.
Much like
func_door
, this entity allows you to make a door that rotates rather than slides.
Attributes
- Name (targetname) - Property used to identify entities. Any name added to the door will lock it, and it will remain that way unless its master (see below) gets activated.
- 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
- Master (master) - The name of a multisource (or game_team_master) entity, which controls when this entity is locked/unlocked. It acts like a on/off switch, in its simplest form, and like an AND gate in the case of the multisource. See the multisource entity page for more information.
- Move Sound (movesnd) - Options are:
- 0 = No Sound (
common/null.wav
)
- 1 = Servo (Sliding) (
doors/doormove1.wav
)
- 2 = Pneumatic (Sliding) (
doors/doormove2.wav
)
- 3 = Pneumatic (Rolling) (
doors/doormove3.wav
)
- 4 = Vacuum (
doors/doormove4.wav
)
- 5 = Power Hydraulic (
doors/doormove5.wav
)
- 6 = Large Rollers (
doors/doormove6.wav
)
- 7 = Track Door (
doors/doormove7.wav
)
- 8 = Snappy Metal Door (
doors/doormove8.wav
)
- 9 = Squeaky 1 (
doors/doormove9.wav
)
- 10 = Squeaky 2 (
doors/doormove10.wav
)
- Stop Sound (stopsnd) - Options are:
- 0 = No Sound (
common/null.wav
)
- 1 = Clang with brake (
doors/doorstop1.wav
)
- 2 = Clang reverb (
doors/doorstop2.wav
)
- 3 = Ratchet Stop (
doors/doorstop3.wav
)
- 4 = Chunk (
doors/doorstop4.wav
)
- 5 = Light airbrake (
doors/doorstop5.wav
)
- 6 = Metal Slide Stop (
doors/doorstop6.wav
)
- 7 = Metal Lock Stop (
doors/doorstop7.wav
)
- 8 = Snappy Metal Stop (
doors/doorstop8.wav
)
- 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 (
common/null.wav
)
- 2 = Access Denied (
buttons/button2.wav
)
- 8 = Small zap (
buttons/button8.wav
)
- 10 = Buzz (
buttons/button10.wav
)
- 11 = Buzz Off (
buttons/button11.wav
)
- 12 = Latch Locked (
buttons/latchlocked1.wav
)
- Unlocked Sound (unlocked_sound) - Sound to play when the door is 'unlocked'. Options are:
- 0 = None (
common/null.wav
)
- 1 = Big zap & Warmup (
buttons/button1.wav
)
- 3 = Access Granted (
buttons/button3.wav
)
- 4 = Quick Combolock (
buttons/button4.wav
)
- 5 = Power Deadbolt 1 (
buttons/button5.wav
)
- 6 = Power Deadbolt 2 (
buttons/button6.wav
)
- 7 = Plunger (
buttons/button7.wav
)
- 8 = Small zap (
buttons/button8.wav
)
- 9 = Keycard Sound (
buttons/button9.wav
)
- 10 = Buzz (
buttons/button10.wav
)
- 13 = Latch Unlocked (
buttons/latchunlocked1.wav
)
- 14 = Light Switch (
buttons/lightswitch2.wav
)
- Locked Sentence (locked_sentence) - Sentence that is spoken when the door is 'locked', using the VOX (BM announcement system) voice. Options are:
- 1 = Gen. Access Denied (
NA
)
- 2 = Security Lockout (
ND
)
- 3 = Blast Door (
NF
)
- 4 = Fire Door (
NFIRE
)
- 5 = Chemical Door (
NCHEM
)
- 6 = Radiation Door (
NRAD
)
- 7 = Gen. Containment (
NCON
)
- 8 = Maintenance Door (
NH
)
- 9 = Broken Shut Door (
NG
)
- Unlocked Sentence (unlocked_sentence) - Sentence that is spoken when the door is 'unlocked', again with the VOX voice. Options are:
- 1 = Gen. Access Granted (
EA
)
- 2 = Security Disengaged (
ED
)
- 3 = Blast Door (
EF
)
- 4 = Fire Door (
EFIRE
)
- 5 = Chemical Door (
ECHEM
)
- 6 = Radiation Door (
ERAD
)
- 7 = General Containment (
ECON
)
- 8 = Maintenance area (
EH
)
- FX Amount (renderamt)
- FX Color (rendercolor)
- Global Entity Name (globalname) - If you're going to activate this entity even in previous/following levels, then you need this. Usually though you don't for doors, only for things like func_tracktrain.
- Pitch Yaw Roll (angles) - Rotates the entity by this amount as its closed position.
- Kill Target (killtarget) - The entity that this door will "kill" (aka remove from the map) when the door gets opened. Note that you can't use this parameter and the "target" at the same time, because then only the "target" will work and the kill target won't.
- Speed (speed) - Speed at which the door rotates.
- Delay before close (wait) - Delay before the door rotates back to its closed position (-1 makes it stay open).
- Lip (lip) - The number of units left behind after a move (lip is subtracted from the move distance). Use a negative value to make it add units to the move distance.
- Damage inflicted when blocked (dmg) - How much damage the player receives if trapped in a closing door.
- Message if triggered (message)
- Delay before fire (delay) - The delay (in seconds) before the entity specified in "target" will activate.
- Fire on Close (netname) - The entity that will get activated when the door closes.
- Health (health) - With a non-zero value here, the door will have to be damaged to this extent to open.
- Minimum light level (_minlight) - The minimum light level the entity will have, even if its initial position in the editor is in a purely dark room. This is a very aggressive value, so even a value of 0.02 will make the entity relatively bright.
- ZHLT Lightflags (zhlt_lightflags)
- Light Origin Target (light_origin) - Overrides the position from which the train will receive its lighting when the map compiles. Useful if the train doesn't have the correct lighting in-game. This can be used with an info_target.
- Distance (distance) - Distance in degrees to rotate.
Flags
- Starts open (1) - Door starts in its 'open' position.
- Reverse Direction (2) - Reverse direction of rotation.
- 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)
- One Way (16) - Door only opens in one direction.
- Toggle (32) - If checked, then every time the door is triggered it toggles its open/close state, instead of only opening it.
- X axis (64) - Door will rotate on its X axis.
- Y axis (128) - Door will rotate on its Y axis.
- 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.
- Not in Deathmatch (2048)
Notes
- The func_door_rotating requires an origin brush as part of its entity. This gives it the axis to rotate on. Usually it should be where the hinges of the door is.
- The axis defaults to Z if neither of the axis flags is enabled.
- There are two ways to reverse the direction of rotating: check the relevant flag, or make the Distance property negative.
- If One Way is not enabled, the door will open away from the player.
- Setting Pitch Yaw Roll (angles) rotates the entity by the given amount on spawn. This allows for X or Y axis rotation to be applied off-axis (eg. at 45° Yaw). An example use case is in the Lambda Complex's portal chamber.
Team Fortress Classic only (this still needs to be organized a lot more!)
Attributes
- Pitch Yaw Roll (angles) - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.
- Target (target) - When an entity is activated, it triggers the entity with the name specified by Target.
- 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
- 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
- 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
- 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
- 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)
- Targetname of teamcheck goal (teamcheck) - Using this in conjunction with an info_tf_teamcheck allows you to switch the entity's team allegiance when the info_tf_teamcheck changes its team setting. The team_no property must be set to Any (0) if you use this value.
- Has item # (items_allowed) - The player must be carrying this item to use this entity. Set 0 to ignore this criterion.
- Has item from group # (h_i_g) - The player must be carrying any item from this group to use this entity. Set 0 to ignore this criterion.
- Hasn't item from group # (hasnt_item_from_group) - To use this entity, the player must not be carrying any item from this group. Set 0 to ignore this criterion.
- If item # has moved (if_item_has_moved) - A player can only use the entity if this item is not in its original spawn location. Set 0 to ignore this criterion.
- If item # hasn't moved (if_item_hasnt_moved) - A player can only use the entity if this item is in its original spawn location. Set 0 to ignore this criterion.
- If goal # active (if_goal_is_active) - Players can only use the entity if this goal is in the active state. Set 0 to ignore this criterion.
- If goal # inactive (if_goal_is_inactive) - Players can only use the entity if this goal is in the inactive state. Set 0 to ignore this criterion.
- If goal # removed (if_goal_is_removed) - Players can only use the entity if this goal is in the removed state. Set 0 to ignore this criterion.
- If group # active (if_group_is_active) - A player can only use the entity if all the goals in this group are in the active state. Set 0 to ignore this criterion.
- If group # inactive (if_group_is_inactive) - A player can only use the entity if all the goals in this group are in the inactive state. Set 0 to ignore this criterion.
- If group # removed (if_group_is_removed) - A player can only use the entity if all the goals in this group are in the removed state. Set 0 to ignore this criterion.
- Affect all on Team (maxammo_shells) - This allows an entity's effects (giving ammo, taking health, etc.) to be performed on an entire team rather than just the Activating Player. Options are:
- 0 = Disabled
- 1 = Blue
- 2 = Red
- 3 = Yellow
- 4 = Green
- Affect all not on Team (maxammo_nails) - This allows an entity's effects (giving ammo, taking health, etc.) to be performed on all players in teams other than the one selected, ignoring the Activating Player. Options are:
- 0 = Disabled
- 1 = Blue
- 2 = Red
- 3 = Yellow
- 4 = Green
- If all goals in group # active... (all_active) - When activated, the entity will check to see if all goals in a given group are active. If so, it will activate another goal, which is specified by last_impulse.
- Remove goal # (rv_g) - When the entity is activated, it will remove the goal specified here.
- Restore goal # (rs_g) - When the entity is activated, it will restore the goal specified here.
- Inactivate goals in group # (inactivate_group_no) - When the entity is activated, it will deactivate all the goals in the group specified here.
- Remove goals in group # (rv_gr) - When the entity is activated, it will remove all the goals in the group specified here.
- Restore goals in group # (rs_gr) - When the entity is activated, it will restore all the goals in the group specified here.
- Remove Spawn point # (remove_spawnpoint) - On activation, the entity will remove the info_player_teamspawn entity with the Goal # entered here. While the spawnpoint is removed, no one can spawn there.
- Restore Spawn point # (restore_spawnpoint) - On activation, the entity will restore a removed info_player_teamspawn entity with the Goal # entered here. After being restored, players can once again spawn at the spawnpoint.
- Remove spawn group # (rv_s_h) - On activation, the entity will remove the group of info_player_teamspawn entities with the Goal Group # entered here. While the spawnpoints are removed, players cannot spawn at them.
- Restore spawn group # (rs_s_h) - On activation, the entity will restore the group of removed info_player_teamspawn entities with the Goal Group # entered here. After being restored, players can once again spawn at the spawnpoints.
- Item to give (items) - Note: There are exceptions (check SmartEdit names). The Item # of an item_tfgoal entity. When the entity is activated, the Activating Player will be given this item. If the item is already being carried by a player, it will be taken from the carrier and given to the Activating Player.
- Remove item from APA (axhitme) - The Item # of an item_tfgoal entity. When the entity is activated, if the Activating Player is carrying the specified item, it will be removed from him. What happens to it then is determined by the Goal Activation property of the item.
- Name (targetname) (targetname)
- Goal Activation bitfields (g_a)
- Goal Effects bitfields (g_e)
- Goal Result bitfields (goal_result)
- delay before close, -1 stay open (wait)
- Lip (lip)
- Damage inflicted when blocked (dmg)
- Message if triggered (message)
- Delay before fire (delay)
- Fire on Close (netname)
- Health (shoot open) (health)
- Speed (speed)
- locked_sound (Locked Sound)
- FX Amount (1 - 255) (renderamt)
- FX Color (R G B) (rendercolor)
- ZHLT Light flags (zhlt_lightflags)
- Minimum light level (_minlight)
- Team allowed to activate entity (team_no)
- Player class allowed to activate entity (playerclass)
- Effect radius, 0=infinite (t_length)
- If criteria fails activate Goal# (else_goal)
- ...activate goal# (last_impulse)
- Activate goal# (activate_goal_no)
- Inactivate goal# (inactivate_goal_no)
- Activate goals in group# (activate_group_no)
- Return item # (return_item_no)
- Remove items in group # (r_i_g)
- Add/Subtract frags (frags)
- Add/Subtract lives (lives)
- Add/Subtract health (health)
- Armor Value % (armorvalue)
- Armor Class (armorclass)
- Add/Subtract shells (a_s)
- Add/Subtract nails (a_n)
- Add/Subtract rockets (a_r)
- Add/Subtract cells (a_c)
- Add/Subtract detpack (ammo_detpack)
- Add/subtract grenades #1 (no_grenades_1)
- Add/subtract grenades #2 (no_grenades_2)
- Invincibility duration (invincible_finished)
- Invisibility duration (invisible_finished)
- Quad duration (super_damage_finished)
- Rad Suit duration (radsuit_finished)
- Score to AP team (count)
- Teamcheck team point gain (increase_team)
- Blue point gain (increase_team1)
- Red point gain (increase_team2)
- Yellow point gain (increase_team3)
- Green point gain (increase_team4)
- Owned by-for msg & item glow (owned_by)
- Owned by teamcheck (owned_by_teamcheck)
- Death type (deathtype)
- Message to all (b_b)
- Message to AP (message)
- Message to AP team (b_t)
- Message to non-AP team (b_n)
- Message to owner team (b_o)
- Message to non-owner team(s) (non_owners_team_broadcast)
- Console msg. to all, %s = AP name (n_b)
- Console msg to AP team (n_t)
- Console msg. to non-AP team (n_n)
- Console msg. to owner team (n_o)
- Speak (global) (speak)
- Speak (AP) (AP_speak)
- Speak (AP team) (team_speak)
- Speak (non-AP team) (non_team_speak)
- Speak (owner team) (owners_team_speak)
- Speak (non-owner teams) (non_owners_team_speak)
- Distance (deg) (distance)
2 Comments
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doors/doormove.wav
anddoors/doorstop.wav
ifmovesnd
andstopsnd
are non-zero.