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prop_door_rotating

Point Entity

An entity used to place a door in the world. If two doors have the same name, they will open and close together as double doors.

Keyvalues

  • Glow State (glowstate) <Choices>

    • OFF
    • +use
    • look-at
    • ON
  • Glow Range (glowrange) <Integer>
    Range at which the glow becomes visible. (0 = always visible)

  • Glow Range Min (glowrangemin) <Integer>
    Range at which the glow stops being visible. (0 = always visible)

  • Glow Color Override (R G B) (glowcolor) <Color255>
    Change the render color of the glow.

  • Glow Team (glowteam) <Integer>
    Change the team we glow for.

  • Start Fade Dist (fademindist) <Float>
    Distance at which the prop starts to fade (<0 = subtract from fademaxdist).

  • End Fade Dist (fademaxdist) <Float>
    Max fade distance at which the prop is visible (0 = don't fade out)

  • Color (R G B) (rendercolor) <Color255>

  • World Model (model) <Studio>

  • Skin (skin) <MaterialGroup>
    Some models have multiple versions of their textures, called skins.

  • Body Groups (bodygroups) <BodyGroupChoices>

  • Cast Shadows (disableshadows) <Choices>
    Used to disable shadow casting from this entity.

    • Enabled
    • No Shadows
    • Only Realtime Shadows
    • Only Baked Shadows
    • Enabled
    • No Shadows
    • Only Realtime Shadows
    • Only Baked Shadows
  • Add Attribute (add_attribute) <String>
    Will add an additional attribute that AI/player entities can query when checking props for information (ex: 'DogToy' or 'GrabbableResource')

  • Add Modifier (add_modifier) <String>
    Will add this modifier when the entity spawns.

  • Global Entity Name (globalname) <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.

  • Parent (parentname) <TargetDestination>
    The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.

  • Parent Bone/Attachment Name (parentAttachmentName) <ParentAttachment>
    The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. NOTE: If this is specified the Hammer transform will be disregarded, even if 'Use Local Transform' is NOT specified (in that case local transform will be identity)

  • Use Local Transform (useLocalOffset) <Boolean>
    Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent.

  • Local Origin (local.origin) <Vector>
    Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Local Angles (local.angles) <Angle>
    Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Local Scale (local.scales) <Vector>
    Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Entity Scripts (vscripts) <ScriptList>
    Name(s) of script files that are executed after all entities have spawned.

  • Name (targetname) <TargetSource>
    The name that other entities refer to this entity by.

  • Slave Name (slavename) <TargetDestination>
    The name of any doors that should be slaved to this door (i.e. should open when this one opens, and close when this one closes).

  • Ajar Angle (ajarangle) <Float>
    If the door 'Spawn Position' is set to Ajar, this is the angle to spawn at, relative to the closed position.

  • Ajar Shouldn't Always Open (ajardoorshouldntalwaysopen) <Boolean>
    By default, Ajar doors always open fully when +USEd. If this is set to true, Ajar doors will stop opening if they cross the close position.

  • Spawn Position (spawnpos) <Choices>

    • Closed
    • Open forward
    • Open back
    • Ajar (use Ajar Angle)
  • Rotation Distance (deg) (distance) <Float>
    The amount, in degrees, that the door should rotate when opened.

  • Speed (speed) <Integer>
    The speed at which the door moves.

  • Fully Open Sound (soundopenoverride) <Sound>
    Sound played when the door has finished opening.

  • Fully Closed Sound (soundcloseoverride) <Sound>
    Sound played when the door has finished closing.

  • Moving Sound (soundmoveoverride) <Sound>
    Sound played when the door starts to move.

  • Jiggle Sound (soundjiggleoverride) <Sound>
    Sound played when the player tries to move the door while the latch is engaged.

  • Delay Before close (-1 stay open) (returndelay) <Integer>
    Amount of time, in seconds, after the door has opened before it closes. If the value is set to -1, the door never closes itself.

  • Damage Inflicted When Blocked (dmg) <Integer>
    Amount of damage done to entities that block the movement of this door, per frame.

  • Health (0 = Unbreakable) (health) <Integer>

  • Locked Sound (soundlockedoverride) <Sound>
    Sound played when the player tries to open the door, and fails because it's locked.

  • Unlocked Sound (soundunlockedoverride) <Sound>
    Sound played when the door is unlocked.

  • Latch Sound (soundlatchoverride) <Sound>
    Sound played when the door's latch is engaged.

  • Force Closed (forceclosed) <Boolean>
    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.

  • Render to Cubemaps (rendertocubemaps) <Boolean>
    If true, this geometry renders into baked cube maps

  • Lightmap Static (lightmapstatic) <Choices>
    Determines if this geometry be considered static & cast shadows/bounce light when baking lightmaps?

    • No
    • Yes
    • Bounce Only
  • Spawnflags (spawnflags) <Flags>

    • Starts Open
    • NPCs Can't Use
    • Starts locked
    • Door silent (No sound, and does not alert NPCs)
    • Use closes
    • Door silent to NPCS (Does not alert NPCs)
    • Ignore player +USE
  • Open Direction (opendir) <Choices>
    Force the door to open only forwards or only backwards. Both directions is the standard door behavior.

    • Open Both Directions
    • Open Forward Only
    • Open Backward Only
  • Hardware Type (hardware) <Choices>

    • None
    • Lever
    • Push bar
    • Keypad

Inputs

  • StartGlowing <Void>
    Turn on a permanent glow effect for this prop.

  • StopGlowing <Void>
    Turn off this prop's glow effect.

  • Skin <Integer>
    Changes the model skin to the specified number.

  • DisableShadow <Void>
    Turn shadow off.

  • EnableShadow <Void>
    Turn shadow on.

  • AlternativeSorting <Boolean>
    Used to attempt to fix sorting problems when rendering. True activates, false deactivates

  • SetRenderAttribute <String>
    Set the value of a render attribute used in material dynamic expressions. Examples: $myfloat=0.25 $myfloat4=1.0,0.0,1.0,1.0

  • ClearRenderAttribute <String>
    Remove a render attribute previously set by SetRenderAttribute, restoring it to its previous value.

  • SetParent <TargetDestination>
    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.

  • FollowEntity <String>
    Bone merges this entity to a parent entity. Call again passing nothing to end the bone merge.

  • RunScriptFile <String>
    Load and execute a script file

  • RunScriptCode <String>
    Execute a fragment of script code

  • CallScriptFunction <String>
    Call a script function

  • CallPrivateScriptFunction <String>
    Calls a script function from this entity's private script scope.

  • CallGlobalScriptFunction <String>
    Calls a script function in the global script scope.

  • Kill <Void>
    Removes this entity from the world.

  • KillHierarchy <Void>
    Removes this entity and all its children from the world.

  • KillConstrained <Void>
    Removes this entity, all its children, and anything constrained to it, from the world.

  • AddOutput <String>
    Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). 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.

  • Open <Void>
    Open the door, if it is not fully open.

  • OpenAwayFrom <TargetDestination>
    Open the door away from the specified entity.

  • 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.

  • SetRotationDistance <Float>
    Set the distance (in degrees) between Open and Closed.

  • SetSpeed <Float>
    Set the speed at which the door rotates. 100 is default.

  • SetNoNPCs <Boolean>
    Set whether NPCs can use this door or not.

Outputs

  • OnIgnite <Void>
    Fired when this object catches fire.

  • OnDestructiblePartDestroyed <Cpp>\

  • 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.

  • OnKilled <Void>
    Fired when the entity is killed and removed from the game. Parameter is the inflictor.

  • OnClose <Void>
    Fired when the door is told to close.

  • OnOpen <Void>
    Fired when the door is told to open.

  • OnFullyOpen <Void>
    Fired when the door reaches the fully open position.

  • OnAjarOpen <Void>
    Fired when the door is ajar and told to open.

  • OnFullyClosed <Void>
    Fired when the door reaches the fully closed position.

  • 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.