momentary_door (Half-Life) Last edited 16 years ago2008-05-04 03:44:32 UTC

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Brush Entity

This creates a sliding door that opens or closes in coordination with a momentary_rot_button.

Attributes

[list]
[li]0 = Normal [li]Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are: [li]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.[/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]Kill Target (killtarget)[/li]
[li]Speed (speed) - Speed the door moves at.[/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(shoot open) (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

Inputs

Outputs

Notes

Comments

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