Enemy Territory

Entities

func_door_rotating
Keys
allowteams
Choose who can get through the door
closespeed
Optional different movement speed for door closing
color
constantLight color
degrees
How many degrees it will turn (90 default)
dmg
Damage to inflict when blocked (2 default)
key
-1 for locked, key number for which key opens, 0 for open. default '0' unless door is targeted. (trigger_aidoor entities targeting this door do /not/ affect the key status)
light
constantLight radius
model2
.md3 model to also draw. It will attach itself to the origin brush.
speed
Movement speed (100 default)
team
Team name. Other doors with same team name will open/close in syncronicity.
time
How many milliseconds it will take to open (1 second = 1000ms)
type
Use sounds based on construction of door.
_castshadows;_cs
Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
_celshader
Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
_lightmapscale
Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
_receiveshadows;_rs
Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
_targetname
Used to attach a misc_model entity to this entity.
Spawnflags
FORCE
Door opens even when blocked
REVERSE
Door opens towards direction it is opened from
STAYOPEN

TOGGLE
Waits in bith the open and closed states for a trigger event
X_AXIS
Door rotates around X axis instead of Z axis
Y_AXIS
Door rotates around Y axis instead of Z axis
You need to have an origin brush as part of this entity.
The center of the origin brush will be the point around which the door is rotated. It will rotate around the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that (only one axis allowed. If both X and Y are checked, the default of Z will be used).
Target this entity with a misc_model to have the model attached to the entity
(set the model's "target" key to the same value as this entity's "targetname").
sound types:
0 - nosound (default)
1 - metal
2 - stone
3 - lab
4 - wood
5 - iron/jail
6 - portcullis
7 - wood (quiet)
allowteams: possible values are:
"axis" - only axis
"allies" - only allies
"axis,cvops" - axis and cvops with uniforms
"allies,cvops" - allies and cvops with uniforms

©2017 Chruker