func door

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Revision as of 03:48, 25 March 2013 by Hectate (talk | contribs) (trying out a format for entity descriptions that will be useful for mappers)
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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.

Attributes

func_door has the following attributes in Worldcraft:

  • Angle : The direction of motion for the entity when triggered
  • Name : Give the entity a name for identification
  • Target : Give the entity a target entity to trigger
  • Killtarget : Give the entity a target entity to kill
  • Speed : Speed of movement when triggered
  • Sounds : Type of sounds produced by the entity when triggered. The selection is limited to the following options:
    • None
    • Stone
    • Machine
    • Stone Chain
    • Screechy Metal
    • Custom Sounds
  • Move sound : The sound to play during movement if custom sounds are being used
  • Stop sound : The sound to play when motion stops if custom sounds are being used
  • Delay before close : The time in seconds before the motion reverses to return the entity to the original position
  • Lip : The distance of forward or backward motion to perform before beginning sideways motion (for doors that pop out or back in first)
  • Damage inflicted when blocked : The amount of damage to apply to an entity that attempts to block the motion of the door
  • Message if triggered : Sends a message (global?) when triggered
  • Health (shoot open) : Amount of damage required to be done to the entity to trigger motion

Flags

func_door has the following entity flags:

  • Starts open : The entity is moved to the open position for it's initial state
  • Don't link : ??
  • 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
  • Not in Easy : The entity will not exist if the player is in Easy difficulty mode
  • 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