func_door Last edited 3 months ago2024-08-23 00:38:00 UTC

Redirected from func_door_(Half-Life)

func_door - Brush Entity

A very useful entity that can make door/gate, piston, elevator, forming press, etc. Can be made to act very much like a func_button.

For doors that rotate round their hinges, use func_door_rotating.

Attributes

Flags

Notes

Team Fortress Classic only

Attributes

  • 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.
  • 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
  • ...activate goal # (last_impulse) - Use this in conjunction with all_active to specify a goal # to activate.
  • Activate goal # (activate_goal_no) - When the entity is activated, it will activate the goal specified here.
  • Inactivate goal # (inactivate_goal_no) - When the entity is activated, it will deactivate the goal specified here.
  • Activate goals in group # (activate_group_no) - When the entity is activated, it will activate all the goals in the group 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 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.
  • Name(targetname) (targetname) - This entity can be triggered to open. Giving it a name automatically 'locks' it (providing the Use Only flag is not enabled).
  • Goal Activation bitfields (g_a)
  • Goal Effects bitfields (g_e)
  • Goal Results bitfields (goal_results)
  • Team allowed to activate entity (team_no) - The team you specify here will be able to use this entity Values are:<BR>
    • Any (0)
    • Blue (1)
    • Red (2)
    • Yellow (3)
    • Green (4)
  • Playerclass allowed to activate (playerclass) - You can limit the use of this entity to specific playerclasses. Values are:<BR>
    • Any (0)
    • Scout (1)
    • Sniper (2)
    • Soldier (3)
    • Demoman (4)
    • Medic (5)
    • HWGuy (6)
    • Pyro (7)
    • Spy (8)
    • Engineer (9)
  • Hasnt Item from group # (hasnt_item_from_group) -The player must not be carrying any item from this group to use this entity. Setting this to 0 will allow any player to use the entity if he meets the other criteria.
  • If item has moved # (if_item_has_moved) -This item must not be in its original spawn location for any player to use this entity. Setting this to 0 will always allow players to use the entity if they meet the other criteria.
  • If item hasnt moved # (if_item_hasnt_moved) -This item must be in its original spawn location for any player to use this entity. Setting this to 0 will always allow players to use the entity if they meet the other criteria.
  • Effect radius 0=infinite (t_length)
  • If criteria fails activate Goal# (else_goal)
  • If all goals in group # activate (all_activate)
  • Remove goal (rv_g)
  • Restore goal (rs_g)
  • Remove Spawnpoint # (remove_spawnpoint)
  • Restore spawnpoint # (restore_spawnpoint)
  • Remove item form AP (axhitme)
  • 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)
  • Team check 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&itemglow (owned_by)
  • Owned by team check (owned_by_team_check)
  • 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 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 (APteam) (team_speak)
  • Speak (non-APteam) (non_team_speak)
  • Speak (owner team) (owners_team_speak)
  • Speak (non-owner team) (non_owners_team_speak)
  • Angular Velocity (PYR) (avelocity)

4 Comments

Commented 7 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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