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Wiki » Reference » func_ entities » func_door_rotating
ARTICLE

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

Last changed Sep 21, 2026
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