func_door_rotating (Half-Life) Last edited 16 years ago2008-04-26 14:57:16 UTC

You are viewing an older revision of this wiki page. The current revision may be more detailed and up-to-date. Click here to see the current revision of this page.

This article was converted from a previous version of TWHL and may need to be reviewed

  1. The formatting may be incorrect due to differences in the WikiCode processing engine, it needs to be revised and reformatted
  2. Some information may be out of date
  3. After the article is re-formatted and updated, remove this notice and the Review Required category.
  4. Some older articles are no longer useful, or they duplicate information from other pages. In this case, delete the page after merging any relevant information into other pages. Contact an admin to delete a page.
Brush Entity

Much like func_door, this entity allows you to make a door that rotates rather than slides.

Attributes

[list]
[li]0 = Normal [li]Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are: [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]Kill Target (killtarget)[/li]
[li]Speed (speed) - Speed at which the door rotates.[/li]
[li]Delay before close (wait) - Delay before the door rotates back to its closed position (-1 makes it stay open).[/li]
[li]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 <I>add</I> units to the move distance.[/li]
[li]Damage inflicted when blocked (dmg) - How much damage the player receives if trapped in a closing door.[/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]
[li]Distance (distance) - Distance in degrees to rotate.[/li]
[/list]

Flags

Inputs

Outputs

*

2 Comments

Commented 13 years ago2011-01-04 05:24:40 UTC Comment #101131
In Counter strike, if the door is rotating (this entity is usually used in CS deathrun servers) and the round has ended, the door will continue to rotate in the next round until it gets stopped / finishes rotation cycle.
Commented 10 months ago2024-01-26 01:36:22 UTC Comment #105931
It seems Day of Defeat always uses doors/doormove.wav and doors/doorstop.wav if movesnd and stopsnd are non-zero.

You must log in to post a comment. You can login or register a new account.