| start_open |
bool |
0 |
the door moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors). |
| no_touch |
bool |
0 |
the door should not be triggered by the player touching it, only by another trigger. in multiplayer, this door can't be shot to open. |
| locked |
bool |
|
used in conjunction with no_touch,the door must be triggered by a trigger, after which it works normally. if locked = 1 then the door opens when unlocked, if locked = 2 then the door just becomes unlocked. |
| buddy |
var |
|
will toggle shaderparm 7 of the entity given as a buddy, this allows shaders to be remapped for lock status etc. |
| crusher |
bool |
0 |
the door does not reverse when blocked. |
| angle |
var |
0 |
determines the opening direction. |
| movedir |
var |
|
determines the opening direction. if set, 'angle' determines orientation. |
| speed |
var |
100 |
movement speed. |
| time |
var |
|
movement time in seconds. overrides speed. used for doors that move different distances, but still need to be synced. |
| wait |
bool |
3 |
wait before returning (-1 = never return). |
| toggle |
bool |
|
wait at each position until triggered again. |
| lip |
var |
8 |
lip remaining at end of move. |
| dmg |
var |
2 |
damage to inflict when blocked. |
| health |
var |
0 |
if set, the door must be shot open. |
| triggersize |
var |
60 |
sets the amount the trigger extends from the door. |
| gui_noninteractive |
bool |
|
any gui attached will not be interactive |
| snd_locked |
snd |
mcc_door_locked |
sound to play if door is locked and player approaches. |
| snd_open |
snd |
mcc_door_open |
sound to play when opening. |
| snd_close |
snd |
mcc_door_close |
sound to play when closing. |
| snd_opened |
snd |
mcc_door_opened |
looping sound for it's opened state. |
| triggerClosed |
var |
|
name of entity to trigger when door closes, can be iterated with triggerClosed2, 3 etc. |
| triggerOpened |
var |
|
name of entity to trigger when door opens, can be iterated with triggerOpened2, 3 etc. |
| triggerBlocked |
var |
|
name of entity to trigger when door is blocked, can be iterated with triggerBlocked2, 3 etc. |
| triggerOnOpen |
var |
|
entity to trigger when the door trigger is first touched. When using openWait, |