Difference between revisions of "Func door rotating"
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− | A func_door_rotating will rotate around a point determined by the center of an origin brush tied to it for a set amount of degrees | + | A func_door_rotating will rotate around a point determined by the center of an origin brush tied to it for a set amount of degrees and return after a specified amount of time. The logic behind its mechanics are identical to those of a [[func_door]]. |
− | and return after a specified amount of time. The logic behind its mechanics are identical to those of | ||
== Keyvalues == | == Keyvalues == | ||
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{{Entity_keyvalue|Stop Sound Override|noise2|Custom sound file to play when the entity ends movement. Overrides default "Stop Sound" sound.}} | {{Entity_keyvalue|Stop Sound Override|noise2|Custom sound file to play when the entity ends movement. Overrides default "Stop Sound" sound.}} | ||
{{Entity_keyvalue|Locked Sound Override|locked_sound_override|Sound file to use when attempting to open locked entity. Useful when you don't want to use sound from default sound list. | {{Entity_keyvalue|Locked Sound Override|locked_sound_override|Sound file to use when attempting to open locked entity. Useful when you don't want to use sound from default sound list. | ||
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This overrides default "Locked Sound" sound.}} | This overrides default "Locked Sound" sound.}} | ||
{{Entity_keyvalue|Unlocked Sound Override|unlocked_sound_override|Sound file to use when entity is unlocked. Useful when you don't want to use sound from default sound list. | {{Entity_keyvalue|Unlocked Sound Override|unlocked_sound_override|Sound file to use when entity is unlocked. Useful when you don't want to use sound from default sound list. | ||
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This overrides default "Locked Sound" sound.}} | This overrides default "Locked Sound" sound.}} | ||
{{Entity_keyvalue|Locked Sentence Override|locked_sentence_override|Sentence from sentences.txt to use when attempting to open locked entity. Useful when you want to override locked sentence with your own sentence.}} | {{Entity_keyvalue|Locked Sentence Override|locked_sentence_override|Sentence from sentences.txt to use when attempting to open locked entity. Useful when you want to override locked sentence with your own sentence.}} | ||
{{Entity_keyvalue|Unlocked Sentence Override|unlocked_sentence_override|Sentence from sentences.txt to use when entity is unlocked. Useful when you want to override unlocked sentence with your own sentence.}} | {{Entity_keyvalue|Unlocked Sentence Override|unlocked_sentence_override|Sentence from sentences.txt to use when entity is unlocked. Useful when you want to override unlocked sentence with your own sentence.}} | ||
{{Entity_keyvalue|Distance (deg)|distance|How many degrees the door rotates around it's axis. Can be negative.}} | {{Entity_keyvalue|Distance (deg)|distance|How many degrees the door rotates around it's axis. Can be negative.}} | ||
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− | + | {{Entity_breakable_keyvalues}} | |
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== Flags == | == Flags == | ||
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== Changes == | == Changes == | ||
− | 5.0 Steam Release: Added 'Inventory Rules', 'Sound Override', 'Locked Sound Override', 'Unlocked Sound Override', | + | * 5.0 Steam Release: Added 'Inventory Rules', 'Sound Override', 'Locked Sound Override', 'Unlocked Sound Override', 'Locked Sentence Override', 'Unlocked Sentence Override', 'Move Sound Override' and 'Stop Sound Override' keyvalues. |
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− | 'Locked Sentence Override', 'Unlocked Sentence Override', 'Move Sound Override' and 'Stop Sound Override' keyvalues. | ||
Latest revision as of 04:16, 28 January 2019
func_door_rotating | |
---|---|
Type |
brush |
Status |
supported |
A func_door_rotating will rotate around a point determined by the center of an origin brush tied to it for a set amount of degrees and return after a specified amount of time. The logic behind its mechanics are identical to those of a func_door.
1 Keyvalues
Speed : speed
Movement-speed in units per second.
Master : master
Put the name of a multisource entity to lock this door.
Move Sound : movesnd
Sound that is played while the door is moving.
Move Sound Loops? : movesnd_loop
Sets if Move Sound should be looped during brush movement until it stops.
Stop Sound : stopsnd
Sound which is played once as the door stops moving.
Delay before close; -1 stay open : wait
Delay till the door will automatically close after having opened. Setting this to -1 makes the door never close again. When the door is toggleable, this is obsolete.
Lip : lip
Length in units to subtract from the precomputed movement-distance of the door. Negative values increase the movement-distance.
Damage inflicted when blocked : dmg
Damage to apply to whatever blocks the door.
Fire on open (obsolete) : fireonopen
Target to trigger when the door finishes opening.
Fire on close (obsolete) : netname
Target to trigger when the door finishes closing.
Fire On Open Start : fireonopening
Entity to trigger when door starts opening.
Fire On Open Start Trigger State : fireonopening_triggerstate
Set the use-type with which the entity specified above will be fired.
Fire On Close Start : fireonclosing
Entity to trigger when door starts closing.
Fire On Close Start Trigger State : fireonclosing_triggerstate
Set the use-type with which the entity specified above will be fired.
Fire On Open End : fireonopened
Entity to trigger when door ends opening.
Fire On Open End Trigger State : fireonopened_triggerstate
Set the use-type with which the entity specified above will be fired.
Fire On Close End : fireonclosed
Entity to trigger when door end closing.
Fire On Close End Trigger State : fireoncloed_triggerstate
Set the use-type with which the entity specified above will be fired.
Strength : health
It used to be damage amount for door to be opened. Now it's amount of health to take before they gets destroyed (when "Breakable" is set to 'Yes').
Locked Sound : locked_sound
Sound to play when a player tries to open the door but it's locked because it has a targetname or uses a multisource entity.
Unlocked Sound : unlocked_sound
Another sound to play when the door is opened.
Locked Sentence : locked_sentence
Sentence to play when a player tries to open the door but it's locked because it has a targetname or uses a multisource entity. (Only works a few times, probably because it'd be weird if the announcer was spamming all the time)
Unlocked Sentence : unlocked_sentence
Sentence to play when the door is opened. (Only works a few times, probably because it'd be weird if the announcer was spamming all the time)
Sound Replacement File : soundlist
Allows you to setup a sound replacement file for the func_door sounds. The path begins in 'svencoop/sound/mapname', whereas 'mapname' would be your map's name. You can go to the parent directory using '../'. A valid sound replacement file contains one or more lines with two sound-paths, which are separated by a space and wrapped into quotes. The first sound is the sound to be replaced. The second sound is the new sound. Sound-paths start in the sound directory. You cannot go to the parent directory using '../' in that case. These sounds do not need to be precached using a custom_precache point entity.
Who can open this : m_iOpenFlags
Specify who can open this door by touching/using it (if it has no targetname, or targetname is set to be ignored (see below)). If set to something other than default, this will cause the old spawnflags which are usually used to keep track of this to be ignored and causes the door to only orient using this setting instead.
Ignore Targetname : m_fIgnoreTargetname
Set whether the door should ignore its targetname or not. This is useful when you need to reference the func_door in another entity but still want the door to open on touch.
Obey Trigger Mode : m_iObeyTriggerMode
Originally, func_door would not interpret use-types "Off" and "On" as "Toggle". This keyvalue allows you to use "On" to open the door and "Off" to close the door. You can also set this to have the door react to "On"- and "Off"-triggering while it is moving, and go closing when it is currently opening and vice versa.
Move Sound Override : noise1
Custom sound file that is playing when entity is moving. Overrides default "Move Sound" sound.
Stop Sound Override : noise2
Custom sound file to play when the entity ends movement. Overrides default "Stop Sound" sound.
Locked Sound Override : locked_sound_override
Sound file to use when attempting to open locked entity. Useful when you don't want to use sound from default sound list. This overrides default "Locked Sound" sound.
Unlocked Sound Override : unlocked_sound_override
Sound file to use when entity is unlocked. Useful when you don't want to use sound from default sound list. This overrides default "Locked Sound" sound.
Locked Sentence Override : locked_sentence_override
Sentence from sentences.txt to use when attempting to open locked entity. Useful when you want to override locked sentence with your own sentence.
Unlocked Sentence Override : unlocked_sentence_override
Sentence from sentences.txt to use when entity is unlocked. Useful when you want to override unlocked sentence with your own sentence.
Distance (deg) : distance
How many degrees the door rotates around it's axis. Can be negative.
2 Flags
1 : Starts Open
If set, the door will treat its predetermined open- and close-position as swapped, meaning it will start in its open position, but treat it as its closed position. This is useful when you want your door to start open and still receive proper lighting, or the node-graph to generate properly before closing the door manually (if it is a toggleable door).
2 : Reverse Dir
Reverses the direction of rotation. Only makes sense when "One-way" is selected. The same effect is given
by making "Distance" value negative.
4 : Don't link
If set, this door won't synchronize its movement with identically named doors. This is useful when triggering many doors with different speeds or different movement-lengths by the same name. If not set, doors with the same name will adjust their individual speeds to open/close simultaneously, orienting at how the first related door the game engine finds would behave timing-wise.
8 : Passable
If set, the door is entirely non-solid. It also cannot be triggered on-touch anymore then.
16 : One-way
makes door rotates only in one direction (counter-clockwise when distance is positive).
32 : Toggle
If set, this door ignores its delay before closing; nonetheless, it must not be 0 then for some reason.
64 : X Axis
If selected, the door will rotate around X axis. Can be combined with "Y Axis". If either this flag and "Y Axis" are not selected, the doors rotates around z axis (like normal doors).
128 : Y Axis
If selected, the door will rotate around Y axis. Can be combined with "X Axis". If either this flag and "Y Axis" are not selected, the doors rotates around z axis (like normal doors).
256 : Use Only
If set, this door can be triggered by using it but not by touching it anymore. This does not outrule activation by triggering, though.
512 : Monsters Can't
If set, monsters cannot cause this door to move. They can, otherwise, even if it is a use-only- or trigger-only-door, so don't forget to set this when you need it!
1024 : No Link-Checking
If set, the door won't check for doors to link with, causing this door to not be considered for link-orientation by the game engine; it can still be caused to be linked by other func_doors.
3 Changes
- 5.0 Steam Release: Added 'Inventory Rules', 'Sound Override', 'Locked Sound Override', 'Unlocked Sound Override', 'Locked Sentence Override', 'Unlocked Sentence Override', 'Move Sound Override' and 'Stop Sound Override' keyvalues.