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ent_door#548318

<title>ent_door</title>⤶ ⤶ # ent_door⤶ ⤶ A basic door entity that can move or rotate. It can be a model or a mesh entity. The door will rotate around the model's origin. For Hammer meshes the mesh origin can be set via the Pivot Tool.⤶ ⤶ In code, it is defined in the `DoorEntity.cs` file under `addons\base\code\Entity\Hammer`.⤶ ⤶ ## Keyvalues⤶ ⤶ **Name (`targetname`)** ⤶ ⤶ >* The name that other entities refer to this entity by.⤶ ⤶ **Tags (`tags`)**⤶ ⤶ >* A list of general purpose tags for this entity, for interactions with other entities such as triggers.⤶ ⤶ **Use Opens (`spawnsettings#0`)**⤶ ⤶ **Start Locked (`spawnsettings#1`)**⤶ ⤶ **Initital Position (`initial_position`)**⤶ ⤶ >* How far the door should be open on spawn where 0% = closed and 100% = fully open.⤶ ⤶ **Open Away From Player (`open_away`)**⤶ ⤶ >* If checked, rotating doors will try to open away from the activator.⤶ ⤶ ⤶ **Move Direction (Pitch Yaw Roll) (`movedir`)**⤶ ⤶ >* The direction the door will move, when it opens.⤶ ⤶ **Move Direction is Expressed in Local Space (`movedir_islocal`)**⤶ ⤶ >* If checked, the movement direction angle is in local space and should be rotated by the entity's angles after spawning.⤶ ⤶ **Movement Type (`movedir_type`)**⤶ ⤶ >* Movement type of the door.⤶ ⤶ **Distance (`distance`)**⤶ ⤶ >* Moving door: The amount, in inches, of the door to leave sticking out of the wall it recedes into when pressed. Negative values make the door recede even further into the wall. Rotating door: The amount, in degrees, that the door should rotate when it's pressed.⤶ ⤶ **Speed (`speed`)**⤶ ⤶ >* The speed at which the door moves.⤶ ⤶ **Auto Close Delay (-1 stay) (`closedelay`)**⤶ ⤶ >* Amount of time, in seconds, after the door has opened before it closes automatically. If the value is set to -1, the door never closes itself.⤶ ⤶ **Other Doors To Open (`other_doors_to_open`)**⤶ ⤶ >* If set, opening this door will open all doors with given entity name. You can also simply name all doors the same for this to work.⤶ ⤶ **Breakable (`breakable`)**⤶ ⤶ >* If the door model supports break pieces and has prop_data with health, this option can be used to allow the door to break like a normal prop would.⤶ ⤶ **Start Opening Sound (`open_sound`)**⤶ ⤶ >* Sound to play when the door starts to open.⤶ ⤶ **Fully Open Sound (`fully_open_sound`)**⤶ ⤶ >* Sound to play when the door reaches it's fully open position.⤶ ⤶ **Start Closing Sound (`close_sound`)**⤶ ⤶ >* Sound to play when the door starts to close.⤶ ⤶ **Fully Closed Sound (`fully_closed_sound`)**⤶ ⤶ >* Sound to play when the door reaches it's fully closed position.⤶ ⤶ **Locked Sound (`locked_sound`)**⤶ ⤶ >* Sound to play when the door is attempted to be opened, but is locked.⤶ ⤶ **Moving Sound (`moving_sound`)**⤶ ⤶ >* Sound to play while the door is moving. Typically this should be looping or very long.⤶ ⤶ **Ease Function (`open_ease`)**⤶ ⤶ >* Used to override the open/close animation of moving and rotating doors. X axis (input, left to right) is the animation, Y axis (output, bottom to top) is how open the door is at that point in the animation.⤶ ⤶ **Shadow Casting (`enable_shadows`)**⤶ ⤶ >* Whether this entity should cast shadows or not.⤶ ⤶ **Skin (`skin`)**⤶ ⤶ >* Some models have multiple versions of their textures, called skins.⤶ ⤶ **Body Groups (`bodygroups`)**⤶ ⤶ >* Some models have multiple variations of certain items, such as characters having different hair styles, etc.⤶ ⤶ **World Model (`model`)**⤶ ⤶ >* The model this entity should use.⤶ ⤶ **Color (R G B A) (`rendercolor`)**⤶ ⤶ >* The color tint of this entity.