func_door (Half-Life) Last edited 5 years ago2018-07-01 15:04:12 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

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

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 5 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 1 year ago2022-05-02 00:03:28 UTC Comment #104367
What is the passable flag?
Commented 1 year 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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