Func door

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DESCRIPTION

Door entity used as either a door or any basic mover like a crushing wall or a lift.


SPAWNFLAGS

START_OPEN - the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or take damage doors).

FORCE_ACTIVATE - Can only be activated by a force push or pull.

CRUSHER - ????

TOGGLE - wait in both the start and end states for a trigger event - does NOT work on Trek doors.

LOCKED - Starts locked, with the shader animmap at the first frame and inactive. Once used, the animmap changes to the second frame and the door operates normally. Note that you cannot use the door again after this.

PLAYER_USE - Player can use it with the use button.

INACTIVE - must be used by a target_activate before it can be used.


KEYS&VALUES

team - All func_door that share the same team name fire when any one of them is fired.

target - Door fires this when it starts moving from it's closed position to its open position.

opentarget - Door fires this after reaching its 'open' position.

target2 - Door fires this when it starts moving from it's open position to its closed position.

closetarget - Door fires this after reaching its 'closed' position.

model2 - .md3 model to also draw.

angle - Determines the opening direction (on Z axis). If -1 is used it opens the door vertically up. If -2 is used it opens the door vertically down.

targetname - If set, no touch field will be spawned and a remote button or trigger field activates the door.

speed - Movement speed (100 default).

wait - Wait before returning (3 default, -1 = never return).

delay - When used, how many seconds to wait before moving - default is none.

lip - Lip remaining at end of move (8 default).

dmg' - Damage to inflict when blocked (2 default, set to negative for no damage).

color - ConstantLight color. (Default setup with light entity selected press K to bring up color picker.)

light - ConstantLight radius.

health - If set, the door must be shot open.

linear - Set to 1 and it will move linearly rather than with acceleration (default is 0).

teamallow - Even if locked, this team can always open and close it just by walking up to it.

  • 0 - none (locked to everyone)
  • 1 - red
  • 2 - blue

vehopen - If non-0, vehicles/players riding vehicles can open.


_lightmapscale - Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).

_cs OR _castshadows - Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.

_rs OR _receiveshadows - Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.

_celshader - Sets the cel shader used for this geometry. Note: omit the 'textures/' prefix.

_indexmap OR alphamap - Path/name for the art file used to guide the mapping of textures on the terrain surface.

_layer OR layers - Integer value is the number unique root shaders that will be use on the terrain.

_shader OR shader - Path to the metashader used to assign textures to the terrain entity. Note: Omit the 'textures/' prefix.

script_targetname - Referred to by script as the recipient of set of instructions. Most entities can use this key.


NOTES

If model2 key is used you need to add an origin brush to reference the point of origin of the model.

If an origin brush is used the you must select the origin brush first then all other brushes that make up this entity. Then create this entity.

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