func_door (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 Some information may be out of date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

A very useful entity that makes a, uh, door (although with a bit of imagination the definition of 'door' can be stretched).

Attributes

[list]
[li]0 = Normal [li]Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are: [li]KillTarget (killtarget) - When an entity is triggered, it will remove from the game the entity specified by this property.[/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]Pitch Roll Yaw (angles)[/li]
[li]Speed (speed) - Speed of movement.[/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 (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

*

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

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