BRUSH
func_door_rotating
A brush entity for use as a rotating player-useable door.
KeyValues
spawnflags <flags>
No description provided.
Possible Flags:
Name | Value | Default |
Reverse Dir | 2 | ❌ |
One-way | 16 | ❌ |
X Axis | 64 | ❌ |
Y Axis | 128 | ❌ |
New func_door +USE rules (NOT for prop_doors!!) | 65536 | ❌ |
Distance <float> = 90
The amount, in degrees, that the door should rotate when opened.
Inherited from Door
Speed <float> = 100
The speed at which the door moves.
Start Sound <sound>
Sound to play when the door starts moving.
Stop Sound <sound>
Sound to play when the door stops moving.
Start Close Sound <sound>
(Optional) Sound to play when the door starts closing. If not set, the Start Sound will be used instead.
Stop Close Sound <sound>
(Optional) Sound to play when the door stops closing. If not set, the Stop Sound will be used instead.
Loop Moving Sound? <boolean> = No
If set to true, the door's 'Start Sound' will be continually looped until the door finishes moving.
Delay Before Reset (-1 stay) <integer> = -1
Amount of time, in seconds, after the door has opened before it closes. Once it has closed, it can be used again. If the value is set to -1, the door never closes itself.
Lip <integer> = 0
The amount the door will keep overlapping with the original position. The distance moved = the size of the brush on the movement axis - lip. Negative values cause the door to move even further.
Blocking Damage <integer> = 0
Amount of damage done to entities that block the movement of this door, per frame.
Linked Door <target_destination>
Passes the door's +use inputs and touch events onto a different door, so it also is activated.
Force Closed <boolean> = No
If set, this door will close no matter what. Useful for doors that have to close even if the player tries to block them with objects.
Ignore Debris <boolean> = No
If set this will change the door's collision group to one that ignore collisions with debris objects (note that this is not compatible with the non-solid-to-player spawnflag).
Solid Type <choices> = BSP (1)
How to calculate collisions. BSP is more rudimentarty but allows more stable collision with players.
Possible Values:
Name | Value |
VPhysics | 0 |
BSP | 1 |
Door Health <integer>
The health of the door (allows someone to shoot it open). 0 means invincible.
Locked Sound <sound>
Sound played when the player tries to use the door, and fails because it's locked.
Unlocked Sound <sound>
Sound played when the door is unlocked.
Spawn Position <choices> = Closed (0)
No description provided.
Possible Values:
Name | Value |
Closed | 0 |
Open | 1 |
Locked Sentence <choices> = None (0)
A sentence played when the player tries to use the door, and fails because it's locked.
Possible Values:
Name | Value |
None | 0 |
[EA] Gen. Access Granted | 1 |
[ED] Security Disengaged | 2 |
[EF] Blast Door | 3 |
[EFIRE] Fire Door | 4 |
[ECHEM] Chemical Door | 5 |
[ERAD] Radiation Door | 6 |
[ECON] gen. Containment | 7 |
[EH] Maintenance area | 8 |
Unlocked Sentence <choices> = None (0)
A sentence played when the door is unlocked.
Possible Values:
Name | Value |
None | 0 |
[EA] Gen. Access Granted | 1 |
[ED] Security Disengaged | 2 |
[EF] Blast Door | 3 |
[EFIRE] Fire Door | 4 |
[ECHEM] Chemical Door | 5 |
[ERAD] Radiation Door | 6 |
[ECON] gen. Containment | 7 |
[EH] Maintenance area | 8 |
Inherited from BaseEntityVisBrush
Effect Flags <choices> = None (0)
For configuring visual effects. If you want to combine effects, turn SmartEdit off and add the effect numbers together, i.e. 64 + 8 = 72.
Possible Values:
Name | Value |
None | 0 |
Bonemerge always, very expensive!! | 1 |
Bright, dynamic light at entity origin | 2 |
Dim, dynamic light at entity origin | 4 |
No movement interpolation | 8 |
Don't cast shadows | 16 |
Don't draw entity (entity is fully ignored by clients, NOT server) | 32 |
Don't receive dynamic shadows | 64 |
Bonemerge only in PVS, better performance but prone to disappearing. Use with Bonemerge. | 128 |
Blinking glow | 256 |
Flag parent as always animating and realign each frame | 512 |
Mark for fast reflections | 1024 |
No shadow depth, for use with env_cascade_light | 2048 |
Dont cache in shadow depthmap (render every frame) | 4096 |
No flashlight | 8192 |
No CSM | 16384 |
VRAD Shadows <choices> = Do not cast shadows (0)
Determines if this entity will cast lightmap shadows.
Possible Values:
Name | Value |
Do not cast shadows | 0 |
Cast shadows | 1 |
Minimum Light Level <float> = 0
The minimum level of ambient light that hits this brush.
Disable Receiving Shadows? <boolean> = No
Prevents dynamic shadows (e.g. player and prop shadows) from appearing on this entity.
Disable ShadowDepth <boolean> = No
Used to disable rendering into shadow depth (for flashlight) for this entity.
Projected Texture Cache <choices> = Default (0)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Possible Values:
Name | Value |
Default | 0 |
No cache = render every frame | 1 |
Cache it = render only once | 2 |
Disable flashlight <boolean> = No
Used to disable flashlight (env_projectedtexture) lighting and shadows on this entity.
Inherited from BaseEntityBrush
Name <target_source>
The name that other entities refer to this entity by.
Global Entity Name <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Origin (X Y Z) <origin>
The position of this brush entity's center in the world. Rotating entities typically rotate around their origin.
Parent <target_destination>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. Set an attachment point via 'parentname,attachment'.
Minimum Bounding Box Size <vector>
Co-ordinate of the minimum bounding box corner, relative to entity origin. The bounding box is drawn from this corner to the other one. Requires Bounding Box collisions (solid 2) to be used. Can be used to overwrite the collision shape of a brush, although it can only be a cuboid. Can be AddOutputed to change shape at runtime.
Maximum Bounding Box Size <vector>
Co-ordinate of the maximum bounding box corner, relative to entity origin. The bounding box is drawn from this corner to the other one. Requires Bounding Box collisions (solid 2) to be used. Can be used to overwrite the collision shape of a brush, although it can only be a cuboid. Can be AddOutputed to change shape at runtime.
Collisions <choices> = VPhysics (6)
Method of collision for this entity. Can be changed at runtime with AddOutput.
Possible Values:
Name | Value |
None | 0 |
BSP (QPhysics) | 1 |
Bounding Box | 2 |
Oriented Bounding Box | 3 |
Oriented Bounding Box, constrained to Yaw only | 4 |
Custom (defined per-entity, if not defined the entity will have bizarre collision behavior) | 5 |
VPhysics | 6 |
Inherited from RenderFields
Render Mode <choices> = Normal (0)
Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.* Color & Texture = srca+dest(1-a)* Glow = srca + dest, fixed on screen for sprites Solid = Performs alphatest transparency* Additive = srca + dest Additive FF = blend between sprite nimation frames* Alpha Add = src + dest*(1-a)* World Space Glow = src*a + dest
Possible Values:
Name | Value |
Normal | 0 |
Color | 1 |
Texture | 2 |
Glow | 3 |
Solid | 4 |
Additive | 5 |
Additive Fractional Frame | 7 |
Additive Alpha | 8 |
World Space Glow | 9 |
Don't Render | 10 |
FX Color (R G B) <color255> = 255 255 255
A color to mix with the model/sprite.
FX Alpha (0 - 255) <integer> = 255
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render FX <choices> = Normal (0)
Various somewhat legacy alpha effects. Material Proxies are more modern.
Possible Values:
Name | Value |
Normal | 0 |
Slow Pulse | 1 |
Fast Pulse | 2 |
Slow Wide Pulse | 3 |
Fast Wide Pulse | 4 |
Slow Strobe | 9 |
Fast Strobe | 10 |
Faster Strobe | 11 |
Slow Flicker | 12 |
Fast Flicker | 13 |
Slow Fade Away | 5 |
Fast Fade Away | 6 |
Slow Become Solid | 7 |
Fast Become Solid | 8 |
Constant Glow | 14 |
Fade Out | 15 |
Fade In | 16 |
Pulse Fast Wider | 17 |
Glow Shell | 18 |
Disable Receiving Shadows <boolean> = No
No description provided.
View ID nodraw <choices> = Draw normally (0)
This keyvalue can control whether an entity should only draw on things like monitors or mirrors, or the opposite. The code for this is { m_iViewHideFlags & (1 << CurrentViewID()) } and supports any combination of view IDs.
Possible Values:
Name | Value |
Draw normally | 0 |
Hide in main view (player's eyes) | 193 |
Hide in cameras | 36 |
Hide in mirrors/water | 24 |
Hide in cameras and mirrors/water | 60 |
Hide in 3D skybox | 2 |
Hide projected texture shadows | 128 |
Inherited from MasterEnt
Master (Obsolete) <target_destination>
Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
Inherited from Angles
Pitch Yaw Roll (Y Z X) <angle> = 0 0 0
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Inputs
Inherited from Door
Open <void>
Open the door, if it is not fully open.
Close <void>
Close the door, if it is not fully closed.
Toggle <void>
Toggle the door between open and closed.
Lock <void>
Lock the door.
Unlock <void>
Unlock the door.
SetSpeed <float>
Set the door speed.
SetToggleState <boolean>
Force the door instantly to currently open or closed.
Inherited from BaseEntityVisBrush
DisableShadow <void>
Allows the entity to draw a render target (dynamic) shadow.
EnableShadow <void>
Prevents the entity from drawing a render target (dynamic) shadow.
DisableReceivingFlashlight <void>
This object will not recieve light or shadows from projected textures (flashlights).
EnableReceivingFlashlight <void>
This object may recieve light or shadows from projected textures (flashlights).
EnableDamageForces <void>
Damaging the entity applies physics forces to it.
DisableDamageForces <void>
Damaging the entity does not apply physics forces to it.
AlternativeSorting <boolean>
Used to attempt to fix sorting problems when rendering. True activates, false deactivates
Inherited from BaseEntityBrush
Kill <void>
Removes this entity from the world.
KillHierarchy <void>
Removes this entity and all its children from the world.
SetParent <target_destination>
Changes the entity's parent in the movement hierarchy.
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
SetParentAttachmentMaintainOffset <string>
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.
ClearParent <void>
Removes this entity from the the movement hierarchy, leaving it free to move independently.
SetLocalAngles <vector>
Sets the rotation of the entity relative to the parent's rotation.
SetLocalOrigin <vector>
Sets the position of the entity relative to its parent if one exists. Otherwise relative to the world.
SetAbsAngles <vector>
Set this entity's angles, always relative to the world origin.
AddOutput <string>
Adds an entity I/O connection to this entity or changes keyvalues dynamically. Format: '<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite, 1 = only once)>' or 'keyvalue newval'. Very dangerous, use with care.
FireUser1 <void>
Causes this entity's OnUser1 output to be fired.
FireUser2 <void>
Causes this entity's OnUser2 output to be fired.
FireUser3 <void>
Causes this entity's OnUser3 output to be fired.
FireUser4 <void>
Causes this entity's OnUser4 output to be fired.
Use <void>
More or less replicates the player interacting with an entity. (+USE)
PassUser1 <string>
Causes this entity's OutUser1 output to be fired, passing along the parameter unchanged.
PassUser2 <string>
Causes this entity's OutUser2 output to be fired, passing along the parameter unchanged.
PassUser3 <string>
Causes this entity's OutUser3 output to be fired, passing along the parameter unchanged.
PassUser4 <string>
Causes this entity's OutUser4 output to be fired, passing along the parameter unchanged.
FireRandomUser <void>
Fires OnUser1, OnUser2, OnUser3, or OnUser4 with a 25% chance of each.
PassRandomUser <string>
Fires OutUser1, OutUser2, OutUser3, or OutUser4 with a 25% chance of each. The parameter is passed along unchanged.
KillIfNotVisible <void>
Removes this entity if it is not in the player's viewcone.
KillWhenNotVisible <void>
Removes this entity when it is not in the player's viewcone.
FireOutput <string>
Fires the named output on this entity. Format: '<output name>:<activator>:<caller>:<parameter>:<delay>' (OnDeath:hl3cardgame:gaben). Everything beyond the output name is optional.
RemoveOutput <string>
Removes all instances of the named output on this entity. Wildcards are supported, meaning you could just pass '*' to wipe all outputs from this entity.
AcceptInput <string>
Fires the named input on this entity. Format: '<input name>:<parameter>:<activator>:<caller>:<output ID>' (SetTarget:cheese). Everything beyond the input name is optional. Mind the fact this is arranged differently from FireOutput, having the parameter right after the input name.
CancelPending <void>
Cancels any events fired by this entity that are currently pending in the I/O event queue.
FreeChildren <void>
Unparents all direct children of this entity.
SetLocalVelocity <vector>
Sets this entity's current velocity.
SetLocalAngularVelocity <vector>
Sets this entity's current angular velocity.
AddSpawnFlags <integer>
Adds spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.
RemoveSpawnFlags <integer>
Removes spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.
AddSolidFlags <integer>
Adds solid flags to this entity.
RemoveSolidFlags <integer>
Removes solid flags from this entity.
ChangeVariable <string>
Similar to AddOutput, except it changes an internal variable similar to logic_datadesc_accessor instead. Very dangerous, use with care.
SetHealth <integer>
Sets this entity's health.
AddHealth <integer>
Adds to this entity's health.
RemoveHealth <integer>
Removes from this entity's health.
SetMaxHealth <integer>
Sets this entity's max health.
SetEntityName <target_destination>
Sets this entity's name that other entities should refer to it by.
SetTarget <target_destination>
Sets this entity's target. This is specific to certain entities, particularly logic entities that involve a target.
SetOwnerEntity <target_destination>
Sets this entity's owner entity. This has nothing to do with parenting and has more to do with collision and kill credits.
SetThinkNull <void>
Sets this entity's general think function to null. Behavior varies from entity to entity..
Touch <target_destination>
Simulates this entity touching the specified entity.
Inherited from RenderFields
Alpha <integer>
Set the entity's alpha (0 - 255).
Color <color255>
Set the entity's color (R G B).
SetRenderMode <integer>
Sets this entity's render mode.
SetRenderFX <integer>
Sets this entity's render FX.
SetViewHideFlags <integer>
Sets this entity's view ID nodraw flags (takes raw flag combination).
AddEffects <integer>
Adds an entity effect.
RemoveEffects <integer>
Removes an entity effect.
EnableDraw <void>
Draws an entity if it is not drawn. Equivalent to RemoveEffects > 32.
DisableDraw <void>
Undraws an entity if it is drawn. Equivalent to AddEffects > 32.
AddEFlags <integer>
Adds an entity flag. NOTE: Entity flags are not the spawn flags you see in Hammer. Use AddSpawnFlags to add spawnflags.
RemoveEFlags <integer>
Removes an entity flag. NOTE: Entity flags are not the spawn flags you see in Hammer. Use RemoveSpawnFlags to remove spawnflags.
SetCollisionGroup <integer>
Sets this entity's collision group.
Outputs
Inherited from Door
OnClose <void>
Fired when the door starts closing.
OnOpen <void>
Fired when the door starts opening.
OnFullyOpen <void>
Fired when the door reaches the fully open position. Reversed if 'Start Open' flag is set.
OnFullyClosed <void>
Fired when the door reaches the fully closed position. Reversed if 'Start Open' flag is set.
OnBlockedClosing <void>
Fired when the door is blocked while closing.
OnBlockedOpening <void>
Fired when the door is blocked while opening.
OnUnblockedClosing <void>
Fired when the door is unblocked while closing.
OnUnblockedOpening <void>
Fired when the door is unblocked while opening.
OnLockedUse <void>
Fired when the player uses the door, but it is locked.
Inherited from BaseEntityBrush
OnUser1 <void>
Fired in response to FireUser1 input.
OnUser2 <void>
Fired in response to FireUser2 input.
OnUser3 <void>
Fired in response to FireUser3 input.
OnUser4 <void>
Fired in response to FireUser4 input.
OutUser1 <string>
Fires in response to PassUser1 input, with the parameter passed through unchanged.
OutUser2 <string>
Fires in response to PassUser2 input, with the parameter passed through unchanged.
OutUser3 <string>
Fires in response to PassUser3 input, with the parameter passed through unchanged.
OutUser4 <string>
Fires in response to PassUser4 input, with the parameter passed through unchanged.