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The [[Door tutorial]] article has some examples of the creation and use of a func_door entity.
 
The [[Door tutorial]] article has some examples of the creation and use of a func_door entity.
 
{{todo|user=Hectate|todo=Create a func_door tutorial!}}
 
{{todo|user=Hectate|todo=Create a func_door tutorial!}}
 
=== Movement ===
 
When triggered, doors move in a straight line until fully open, then wait a short time, then close by moving back to the starting position. The direction of travel is controlled by the ''angle'' value.  The distance traveled is equal to the width of the door in that direction, less an amount specified by the ''lip'' value.
 
 
=== Triggering ===
 
By default doors will automatically open when a player or monster is near, and close when they leave.  This only happens if the door is not locked and doesn't have a ''targetname''.
 
 
If a door has a ''targetname'', it will only open if another entity triggers it, such as a button or trigger.
 
 
If a door is locked, it will only open if the player touches it while holding the correct key.  If this happens, the door will open and stay open permanently, and the player loses the key.
 
 
=== Message ===
 
A locked door, or a door with a ''targetname'', will display a ''message'' if the player touches it while it is closed (except when the player has the key for the locked door.)
 
 
=== Linking ===
 
By default multiple doors that touch (or have overlapping bounding boxes) will be linked, so that if one opens they will all open.  This can be used to make a multi-part door.  To disable this behavior use the "Don't Link" spawnflag.
 
  
 
== Attributes ==
 
== Attributes ==
 +
As mentioned above, the door will open in the direction of whatever angle you set it. The default distance covered is equal to the width of the door in that direction. You can also set the motion to be vertical by setting the angle to -1 (upward motion) or -2 (downward motion) instead.
  
 
=== Keys ===
 
=== Keys ===
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|-
 
|-
 
| ! bgcolor="#eeeeee" | ''killtarget'' || The targetname of the entity that will be killed when the door is triggered.
 
| ! bgcolor="#eeeeee" | ''killtarget'' || The targetname of the entity that will be killed when the door is triggered.
|-
 
| ! bgcolor="#eeeeee" | ''angle'' || Sets the direction the door should move when it opens.  Angles from 0 to 359 will make it move horizontally.  You can also set the motion to be vertical by setting the angle to -1 (upward motion) or -2 (downward motion) instead.
 
 
|-
 
|-
 
| ! bgcolor="#eeeeee" | ''wait'' || Time after opening for it to reset and be triggerable again. Setting this to -1 will cause the door to remain open.
 
| ! bgcolor="#eeeeee" | ''wait'' || Time after opening for it to reset and be triggerable again. Setting this to -1 will cause the door to remain open.
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| ! bgcolor="#eeeeee" | ''health'' || If set to any value above 0, the door will only be activated by shooting it or hitting it with the axe. Often used for secret doors. The door will not trigger until the damage exceeds the health value.
 
| ! bgcolor="#eeeeee" | ''health'' || If set to any value above 0, the door will only be activated by shooting it or hitting it with the axe. Often used for secret doors. The door will not trigger until the damage exceeds the health value.
 
|-
 
|-
| ! bgcolor="#eeeeee" | ''message'' || A message to display when the player touches the door in its closed state.
+
| ! bgcolor="#eeeeee" | ''message'' || A message to display when the door triggers.
 
|-
 
|-
 
| ! bgcolor="#eeeeee" | ''sounds'' || Type of sounds produced by the entity when triggered. The selection is limited to the following options:
 
| ! bgcolor="#eeeeee" | ''sounds'' || Type of sounds produced by the entity when triggered. The selection is limited to the following options:
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| ! bgcolor="#eeeeee" | ''noise1'' || The sound to play when motion stops if custom sounds are being used
 
| ! bgcolor="#eeeeee" | ''noise1'' || The sound to play when motion stops if custom sounds are being used
 
|-
 
|-
| ! bgcolor="#eeeeee" | ''dmg'' || The amount of damage to apply to an entity that attempts to block the motion of the door.
+
| ! bgcolor="#eeeeee" | ''Damage'' || The amount of damage to apply to an entity that attempts to block the motion of the door.
 
|}
 
|}
  
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! Flag !! Common Name !! Description
 
! Flag !! Common Name !! Description
 
|-
 
|-
| 1 || Starts open ||| The entity is moved to the open position for its initial state
+
| 1 || Starts open ||| The entity is moved to the open position for it's initial state
 
|-
 
|-
 
| 4 || Don't link ||| Restricts the entity from being linked to a matching door (preventing it from opening as part of a pair)
 
| 4 || Don't link ||| Restricts the entity from being linked to a matching door (preventing it from opening as part of a pair)

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