func_door_rotating
This is an entity, present on Quake II, RTCW Single Player, RTCW Multiplayer and Enemy Territory. Below you can find its spawnflags, keys and editor settings for each game that defines it.
Quake II
You need to have an origin brush as part of this entity. The center of that brush will be the point around which it 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.
Spawnflags
| Flag |
Bit |
Description |
| START_OPEN |
1 |
the door to 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). |
| REVERSE |
2 |
will cause the door to rotate in the opposite direction. |
| CRUSHER |
4 |
|
| NOMONSTER |
8 |
monsters will not trigger this door |
| ANIMATED |
16 |
|
| TOGGLE |
32 |
causes the door to wait in both the start and end states for a trigger event. |
| X_AXIS |
64 |
|
| Y_AXIS |
128 |
|
Keys
| Key |
Description |
| distance |
is how many degrees the door will be rotated. |
| speed |
determines how fast the door moves; default value is 100. |
| message |
is printed when the door is touched if it is a trigger door and it hasn't been fired yet |
| angle |
determines the opening direction |
| targetname |
if set, no touch field will be spawned and a remote button or trigger field activates the door. |
| health |
if set, door must be shot open |
| speed |
movement speed (100 default) |
| wait |
wait before returning (3 default, -1 = never return) |
| dmg |
damage to inflict when blocked (2 default) |
| sounds |
1) silent 2) light 3) medium 4) heavy |
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 .5 .8 |
| Spawn function |
SP_func_door_rotating |
RTCW Single Player
You need to have an origin brush as part of this entity. The center of that brush will be the point around which it 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).
Spawnflags
| Flag |
Bit |
Description |
| TOGGLE |
2 |
|
| X_AXIS |
4 |
|
| Y_AXIS |
8 |
|
| REVERSE |
16 |
|
| FORCE |
32 |
door opens even if blocked |
| STAYOPEN |
64 |
|
Keys
| Key |
Description |
| 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) |
| model2 |
.md3 model to also draw |
| degrees |
determines how many degrees it will turn (90 default) |
| speed |
movement speed (100 default) |
| closespeed |
optional different movement speed for door closing |
| time |
how many milliseconds it will take to open 1 sec = 1000 |
| dmg |
damage to inflict when blocked (2 default) |
| color |
constantLight color |
| light |
constantLight radius |
| type |
use sounds based on construction of door: 0 - nosound (default) 1 - metal 2 - stone 3 - lab 4 - wood 5 - iron/jail 6 - portcullis 7 - wood (quiet) |
| team |
team name. other doors with same team name will open/close in syncronicity |
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 .5 .8 |
| Spawn function |
SP_func_door_rotating |
RTCW Multiplayer
You need to have an origin brush as part of this entity. The center of that brush will be the point around which it 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).
SHOOT-THRU Bullets don't stop when they hit the door. Set "shoot_thru_scale" with bullet damage scale (see below)
Spawnflags
| Flag |
Bit |
Description |
| TOGGLE |
2 |
|
| X_AXIS |
4 |
|
| Y_AXIS |
8 |
|
| REVERSE |
16 |
|
| FORCE |
32 |
door opens even if blocked |
| STAYOPEN |
64 |
|
| TAKE_KEY |
128 |
removes the key from the players inventory |
Keys
| Key |
Description |
| 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) |
| model2 |
.md3 model to also draw |
| degrees |
determines how many degrees it will turn (90 default) |
| speed |
movement speed (100 default) |
| closespeed |
optional different movement speed for door closing |
| time |
how many milliseconds it will take to open 1 sec = 1000 |
| dmg |
damage to inflict when blocked (2 default) |
| color |
constantLight color |
| light |
constantLight radius |
| shoot_thru_scale |
Multiplier for how much damage bullets do that have passed through the door. Effectively how much damage the door 'absorbs'. 0.0 - 1.0 (0.0 will turn SHOOT-THRU off, 1.0 is full damage) |
| type |
use sounds based on construction of door: 0 - nosound (default) 1 - metal 2 - stone 3 - lab 4 - wood 5 - iron/jail 6 - portcullis 7 - wood (quiet) |
| team |
team name. other doors with same team name will open/close in syncronicity |
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 .5 .8 |
| Spawn function |
SP_func_door_rotating |
Enemy Territory
You need to have an origin brush as part of this entity. The center of that brush will be the point around which it 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).
AXIS_ONLY Only axis team can open the doors ALLIES_ONLY Only allied team can open the doors ACCEPT_CVOPS Accept a disguised covert ops as a valid team member for team only doors
Spawnflags
| Flag |
Bit |
Description |
| TOGGLE |
2 |
|
| X_AXIS |
4 |
|
| Y_AXIS |
8 |
|
| REVERSE |
16 |
|
| FORCE |
32 |
door opens even if blocked |
| STAYOPEN |
64 |
|
| TAKE_KEY |
128 |
removes the key from the players inventory |
Keys
| Key |
Description |
| 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) |
| model2 |
.md3 model to also draw |
| degrees |
determines how many degrees it will turn (90 default) |
| speed |
movement speed (100 default) |
| closespeed |
optional different movement speed for door closing |
| time |
how many milliseconds it will take to open 1 sec = 1000 |
| dmg |
damage to inflict when blocked (2 default) |
| color |
constantLight color |
| light |
constantLight radius |
| lockpickTime |
time to unpick the lock on a locked door - use with key set to 99 |
| type |
use sounds based on construction of door: 0 - nosound (default) 1 - metal 2 - stone 3 - lab 4 - wood 5 - iron/jail 6 - portcullis 7 - wood (quiet) |
| team |
team name. other doors with same team name will open/close in syncronicity |
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 .5 .8 |
| Spawn function |
SP_func_door_rotating |