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Difference between revisions of "func door"

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{{DISPLAYTITLE:func_door}}
 
{{DISPLAYTITLE:func_door}}
  
This is a [[brush entity]] that can move in the level. As the name implies it is commonly used for doors, however its movement is also useful in implementing simple moving objects such as lifts or extending platforms. It can be made to open in any horizontal direction, or straight up or down, but the standard Quake entities were not capable of rotation, unlike many recent patches such as the Ritual and Rogue add-on mission packs, and Hexen2, but clever map designers can still make interesting effects with a little time and imagination. To place a door in your map, create the brush you wish to use as the door, then turn it into a func_door entity.
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The '''func_door''' is a solid [[brush entity]] that can move in the level. As the name implies it is commonly used for doors, however its movement is also useful in implementing simple moving objects such as lifts or extending platforms. It can be made to open in any horizontal direction, or straight up or down, but in standard Quake it cannot be made to rotate.
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== Usage ==
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The [[Door tutorial]] article has some examples of the creation and use of a func_door entity.
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{{todo|user=Hectate|todo=Create a func_door tutorial!}}
  
 
== Attributes ==
 
== Attributes ==
func_door has the following attributes in [[Worldcraft]]. These may also be known as [[keyvalues]].
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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.
  
* Angle : The direction of motion for the entity when triggered
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=== Keys ===
* Name / Targetname : Give the entity a name for identification by other entities. ''Only'' use this if you want the door to be locked until triggered by something else, such as a button.
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{| class="wikitable"
* Target : Give the entity a target entity to trigger
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|-
* Killtarget : Give the entity a target entity to kill
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| ! bgcolor="#eeeeee" width="80px" | ''targetname'' || The name of the door. ''Only'' use this if you want the door to be locked until triggered by something else, such as a [[func_button|button]].
* Speed : Speed of movement when triggered
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|-
* Sounds : Type of sounds produced by the entity when triggered. The selection is limited to the following options:
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| ! bgcolor="#eeeeee" | ''target'' || The targetname of the entity that will be triggered when the door is triggered.
** None (value 0)
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|-
** Stone (value 1)
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| ! bgcolor="#eeeeee" | ''killtarget'' || The targetname of the entity that will be killed when the door is triggered.
** Machine (value 2)
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|-
** Stone Chain (value 3)
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| ! 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.
** Screechy Metal (value 4)
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|-
** Custom Sounds (value 5)
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| ! bgcolor="#eeeeee" | ''speed'' || The movement speed of the door.
* Move sound / noise2 : The sound to play during movement if custom sounds are being used
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|-
* Stop sound / noise1 : The sound to play when motion stops if custom sounds are being used
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| ! bgcolor="#eeeeee" | ''lip'' || An offset added to the default movement distance that allows the designer to adjust the amount the door travels. This value can be positive or negative; positive values reduce the distance while negative values increase the distance.
* Delay before close / Wait : The time in seconds before the motion reverses to return the entity to the original position
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|-
* Lip : The amount of additional distance to add to the motion. The default amount is equal to the width of the brush in the direction of motion. This value can be positive or negative; positive values reduce the distance while negative values increase the distance.
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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.
* Damage inflicted when blocked : The amount of damage to apply to an entity that attempts to block the motion of the door
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|-
* Message if triggered / message : Sends a message to display on the player's screen when triggered
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| ! bgcolor="#eeeeee" | ''message'' || A message to display when the door triggers.
* Health (shoot open) : Amount of damage required to be done to the entity to trigger motion
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|-
 
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| ! bgcolor="#eeeeee" | ''sounds'' || Type of sounds produced by the entity when triggered. The selection is limited to the following options:
== Flags ==
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* None (value 0)
func_door has the following entity [[spawnflags]]:
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* Stone (value 1)
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* Machine (value 2)
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* Stone Chain (value 3)
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* Screechy Metal (value 4)
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* Custom Sounds (value 5)
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|-
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| ! bgcolor="#eeeeee" | ''noise2'' || The sound to play during movement if custom sounds are being used
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|-
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| ! bgcolor="#eeeeee" | ''noise1'' || The sound to play when motion stops if custom sounds are being used
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|-
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| ! 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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|}
  
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===Spawnflags===
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The button supports [[Entity#Spawnflags|standard spawnflags]] for difficulty and deathmatch presence. It also has the following additional flags:
 
* Starts open : The entity is moved to the open position for it's initial state
 
* Starts open : The entity is moved to the open position for it's initial state
 
* Don't link : Restricts the entity from being linked to a matching door (preventing it from opening as part of a pair)
 
* 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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* Silver key required : The entity will not move unless the player has collected the Silver key
 
* Silver key required : The entity will not move unless the player has collected the Silver key
 
* Toggle : The entity will toggle between open and closed states instead of automatically closing after a delay
 
* Toggle : The entity will toggle between open and closed states instead of automatically closing after a delay
* Not in Easy : The entity will not exist if the player is in Easy difficulty mode
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{{todo|user=Hectate|todo=Get the specific titles of the above spawnflags and update it into a wikitable also.}}
* Not in Normal : The entity will not exist if the player is in Normal difficulty mode
 
* Not in Hard : The entity will not exist if the player is in Hard difficulty mode
 
* Not in Deathmatch : The entity will not exist if the game is a Deathmatch game
 
 
 
 
[[Category:Quake entities]]
 
[[Category:Quake entities]]

Revision as of 21:14, 28 March 2013


The func_door is a solid brush entity that can move in the level. As the name implies it is commonly used for doors, however its movement is also useful in implementing simple moving objects such as lifts or extending platforms. It can be made to open in any horizontal direction, or straight up or down, but in standard Quake it cannot be made to rotate.

Usage

The Door tutorial article has some examples of the creation and use of a func_door entity.

Hectate added a To-Do; Create a func_door tutorial!.

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

targetname The name of the door. Only use this if you want the door to be locked until triggered by something else, such as a button.
target The targetname of the entity that will be triggered when the door is triggered.
killtarget The targetname of the entity that will be killed when the door is triggered.
wait Time after opening for it to reset and be triggerable again. Setting this to -1 will cause the door to remain open.
speed The movement speed of the door.
lip An offset added to the default movement distance that allows the designer to adjust the amount the door travels. This value can be positive or negative; positive values reduce the distance while negative values increase the distance.
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.
message A message to display when the door triggers.
sounds Type of sounds produced by the entity when triggered. The selection is limited to the following options:
  • None (value 0)
  • Stone (value 1)
  • Machine (value 2)
  • Stone Chain (value 3)
  • Screechy Metal (value 4)
  • Custom Sounds (value 5)
noise2 The sound to play during movement if custom sounds are being used
noise1 The sound to play when motion stops if custom sounds are being used
Damage The amount of damage to apply to an entity that attempts to block the motion of the door.

Spawnflags

The button supports standard spawnflags for difficulty and deathmatch presence. It also has the following additional flags:

  • Starts open : The entity is moved to the open position for it's initial state
  • Don't link : Restricts the entity from being linked to a matching door (preventing it from opening as part of a pair)
  • Gold key required : The entity will not move unless the player has collected the Gold Key
  • Silver key required : The entity will not move unless the player has collected the Silver key
  • Toggle : The entity will toggle between open and closed states instead of automatically closing after a delay
Hectate added a To-Do; Get the specific titles of the above spawnflags and update it into a wikitable also..