func_elevator
This is an entity on id Tech 4 engines, present on DOOM 3, Quake 4 and Prey. Below you can find its spawnflags, keys and editor settings for each game that defines it.
DOOM 3
Elevators move to predefined floors and activate door teams based on floor number.
Use the default elevator gui to control them
Repeat floor1_ height and door info with floor2_ etc.. for as many floors as you want.
Keys
| Key |
Type |
Default |
Description |
| move_speed |
var |
|
world units per second to move between floors, use this or move_time |
| move_time |
var |
|
time in seconds to move between floors |
| accel_time |
var |
|
time in seconds to accelerate |
| decel_time |
var |
|
time in seconds to decelerate |
| snd_accel |
snd |
sound/ed/elevator/elev_start.wav |
sound to play when elevator starts moving. |
| snd_move |
snd |
elevator_moving_loop |
sound to play when elevator is moving. |
| snd_decel |
snd |
sound/ed/elevator/elev_end.wav |
sound to play when elevator stops moving. |
| innerdoor |
var |
|
door name for interior doors, these will move automatically with the elevator. |
| floorPos_1 |
var |
|
origin of first floor |
| floorDoor_1 |
var |
|
door name for floor 1 exterior door |
| floor |
var |
|
floor number to start on 1 through.. number of floors |
| pauseOnFloor |
var |
|
floor to pause on before opening doors |
| pauseTime |
var |
|
time to pause if pauseOnFloor is defined |
| statusgui |
var |
|
entity name to update floor info, can use statusgui2..3..4..etc. for multiple updates. if appended with _num it will target an optional specific gui number on the entity this is handy for models with multiple guis. |
Editor
| Property |
Value |
| Type |
brush entity |
| Spawn class |
idElevator -> idMover -> idEntity -> idClass |
| Color |
0 .5 .8 |
Script events
| Event |
Declared by |
| activate |
idElevator |
| postArrival |
idElevator |
| gotoFloor |
idElevator |
| setGuiStates |
idElevator |
| stopMoving |
idMover |
| stopRotating |
idMover |
| speed |
idMover |
| time |
idMover |
| accelTime |
idMover |
| decelTime |
idMover |
| moveTo |
idMover |
| moveToPos |
idMover |
| move |
idMover |
| accelTo |
idMover |
| decelTo |
idMover |
| rotateDownTo |
idMover |
| rotateUpTo |
idMover |
| rotateTo |
idMover |
| rotate |
idMover |
| rotateOnce |
idMover |
| bob |
idMover |
| sway |
idMover |
| openPortal |
idMover |
| closePortal |
idMover |
| accelSound |
idMover |
| decelSound |
idMover |
| moveSound |
idMover |
| enableSplineAngles |
idMover |
| disableSplineAngles |
idMover |
| removeInitialSplineAngles |
idMover |
| startSpline |
idMover |
| stopSpline |
idMover |
| isMoving |
idMover |
| isRotating |
idMover |
| getName |
idEntity |
| setName |
idEntity |
| activateTargets |
idEntity |
| numTargets |
idEntity |
| getTarget |
idEntity |
| randomTarget |
idEntity |
| bindToJoint |
idEntity |
| removeBinds |
idEntity |
| bind |
idEntity |
| bindPosition |
idEntity |
| unbind |
idEntity |
| setOwner |
idEntity |
| setModel |
idEntity |
| setSkin |
idEntity |
| getShaderParm |
idEntity |
| setShaderParm |
idEntity |
| setShaderParms |
idEntity |
| setColor |
idEntity |
| getColor |
idEntity |
| isHidden |
idEntity |
| hide |
idEntity |
| show |
idEntity |
| cacheSoundShader |
idEntity |
| startSoundShader |
idEntity |
| startSound |
idEntity |
| stopSound |
idEntity |
| fadeSound |
idEntity |
| getWorldOrigin |
idEntity |
| setWorldOrigin |
idEntity |
| getOrigin |
idEntity |
| setOrigin |
idEntity |
| getAngles |
idEntity |
| setAngles |
idEntity |
| getLinearVelocity |
idEntity |
| setLinearVelocity |
idEntity |
| getAngularVelocity |
idEntity |
| setAngularVelocity |
idEntity |
| getSize |
idEntity |
| setSize |
idEntity |
| getMins |
idEntity |
| getMaxs |
idEntity |
| touches |
idEntity |
| setGuiParm |
idEntity |
| setGuiFloat |
idEntity |
| getNextKey |
idEntity |
| setKey |
idEntity |
| getKey |
idEntity |
| getIntKey |
idEntity |
| getFloatKey |
idEntity |
| getVectorKey |
idEntity |
| getEntityKey |
idEntity |
| restorePosition |
idEntity |
| distanceTo |
idEntity |
| distanceToPoint |
idEntity |
| startFx |
idEntity |
| waitFrame |
idEntity |
| wait |
idEntity |
| hasFunction |
idEntity |
| callFunction |
idEntity |
| setNeverDormant |
idEntity |
| setGui |
idEntity |
| precacheGui |
idEntity |
| getGuiParm |
idEntity |
| getGuiParmFloat |
idEntity |
| guiNamedEvent |
idEntity |
| remove |
idClass |
 |
Quake 4
Elevators move to predefined floors and activate door teams based on floor number.
Use the default elevator gui to control them
Repeat floor1_ height and door info with floor2_ etc.. for as many floors as you want.
Keys
| Key |
Type |
Default |
Description |
| move_speed |
var |
|
world units per second to move between floors, use this or move_time |
| move_time |
var |
|
time in seconds to move between floors |
| accel_time |
var |
|
time in seconds to accelerate |
| decel_time |
var |
|
time in seconds to decelerate |
| snd_accel |
snd |
elevator_medium_start |
sound to play when elevator starts moving. |
| snd_move |
snd |
elevator_medium_move |
sound to play when elevator is moving. |
| snd_decel |
snd |
elevator_medium_decel |
sound to play when elevator stops moving. |
| snd_stopped |
snd |
elevator_medium_stop |
sound to play when elevator has stopped moving. |
| innerdoor |
var |
|
door name for interior doors, these will move automatically with the elevator. |
| floorPos_1 |
var |
|
origin of first floor |
| floorDoor_1 |
var |
|
door name for floor 1 exterior door |
| floor |
var |
|
floor number to start on 1 through.. number of floors |
| pauseOnFloor |
var |
|
floor to pause on before opening doors |
| pauseTime |
var |
|
time to pause if pauseOnFloor is defined |
| statusgui |
var |
|
entity name to update floor info, can use statusgui2..3..4..etc. for multiple updates. if appended with _num it will target an optional specific gui number on the entity this is handy for models with multiple guis. |
Editor
| Property |
Value |
| Type |
brush entity |
| Spawn class |
idElevator -> idMover -> idEntity -> idClass |
| Color |
0 .5 .8 |
Script events
| Event |
Declared by |
| activate |
idElevator |
| postArrival |
idElevator |
| gotoFloor |
idElevator |
| updateFloorInfo |
idElevator |
| stopMoving |
idMover |
| stopRotating |
idMover |
| speed |
idMover |
| time |
idMover |
| accelTime |
idMover |
| decelTime |
idMover |
| moveTo |
idMover |
| moveToPos |
idMover |
| move |
idMover |
| accelTo |
idMover |
| decelTo |
idMover |
| rotateDownTo |
idMover |
| rotateUpTo |
idMover |
| rotateTo |
idMover |
| rotate |
idMover |
| rotateOnce |
idMover |
| bob |
idMover |
| sway |
idMover |
| openPortal |
idMover |
| closePortal |
idMover |
| accelSound |
idMover |
| decelSound |
idMover |
| stoppedSound |
idMover |
| moveSound |
idMover |
| enableSplineAngles |
idMover |
| disableSplineAngles |
idMover |
| removeInitialSplineAngles |
idMover |
| startSpline |
idMover |
| stopSpline |
idMover |
| isMoving |
idMover |
| isRotating |
idMover |
| getSplineEntity |
idMover |
| moveAlongVector |
idMover |
| getName |
idEntity |
| setName |
idEntity |
| activateTargets |
idEntity |
| numTargets |
idEntity |
| getTarget |
idEntity |
| randomTarget |
idEntity |
| bindToJoint |
idEntity |
| removeBinds |
idEntity |
| bind |
idEntity |
| bindPosition |
idEntity |
| unbind |
idEntity |
| setOwner |
idEntity |
| setModel |
idEntity |
| setSkin |
idEntity |
| getShaderParm |
idEntity |
| setShaderParm |
idEntity |
| setShaderParms |
idEntity |
| setColor |
idEntity |
| getColor |
idEntity |
| isHidden |
idEntity |
| hide |
idEntity |
| show |
idEntity |
| cacheSoundShader |
idEntity |
| startSoundShader |
idEntity |
| startSound |
idEntity |
| stopSound |
idEntity |
| fadeSound |
idEntity |
| getWorldOrigin |
idEntity |
| setWorldOrigin |
idEntity |
| getOrigin |
idEntity |
| setOrigin |
idEntity |
| getAngles |
idEntity |
| setAngles |
idEntity |
| getLinearVelocity |
idEntity |
| setLinearVelocity |
idEntity |
| getAngularVelocity |
idEntity |
| setAngularVelocity |
idEntity |
| getSize |
idEntity |
| setSize |
idEntity |
| getMins |
idEntity |
| getMaxs |
idEntity |
| touches |
idEntity |
| setGuiParm |
idEntity |
| setGuiFloat |
idEntity |
| getNextKey |
idEntity |
| setKey |
idEntity |
| getKey |
idEntity |
| getIntKey |
idEntity |
| getFloatKey |
idEntity |
| getVectorKey |
idEntity |
| getEntityKey |
idEntity |
| restorePosition |
idEntity |
| distanceTo |
idEntity |
| distanceToPoint |
idEntity |
| startFx |
idEntity |
| waitFrame |
idEntity |
| wait |
idEntity |
| hasFunction |
idEntity |
| callFunction |
idEntity |
| setNeverDormant |
idEntity |
| clearSkin |
idEntity |
| setContents |
idEntity |
| getLastBlocker |
idEntity |
| playEffect |
idEntity |
| stopEffect |
idEntity |
| stopAllEffects |
idEntity |
| getHealth |
idEntity |
| hideSurface |
idEntity |
| showSurface |
idEntity |
| guiEvent |
idEntity |
| playbackCallback |
idEntity |
| getBindMaster |
idEntity |
| applyImpulse |
idEntity |
| removeNullTargets |
idEntity |
| isA |
idEntity |
| isSameTypeAs |
idEntity |
| matchPrefix |
idEntity |
| clearTargetList |
idEntity |
| appendTarget |
idEntity |
| removeTarget |
idEntity |
| setHealth |
idEntity |
| remove |
idClass |
 |
Prey
Elevators move to predefined floors and activate door teams based on floor number.
Use the default elevator gui to control them
Repeat floor1_ height and door info with floor2_ etc.. for as many floors as you want.
Keys
| Key |
Type |
Default |
Description |
| move_speed |
var |
|
world units per second to move between floors, use this or move_time |
| move_time |
var |
|
time in seconds to move between floors |
| accel_time |
var |
|
time in seconds to accelerate |
| decel_time |
var |
|
time in seconds to decelerate |
| snd_accel |
snd |
|
sound to play when elevator starts moving. |
| snd_move |
snd |
|
sound to play when elevator is moving. |
| snd_decel |
snd |
|
sound to play when elevator stops moving. |
| innerdoor |
var |
|
door name for interior doors, these will move automatically with the elevator. |
| floorPos_1 |
var |
|
origin of first floor |
| floorDoor_1 |
var |
|
door name for floor 1 exterior door |
| floor |
var |
|
floor number to start on 1 through.. number of floors |
| pauseOnFloor |
var |
|
floor to pause on before opening doors |
| pauseTime |
var |
|
time to pause if pauseOnFloor is defined |
| statusgui |
var |
|
entity name to update floor info, can use statusgui2..3..4..etc. for multiple updates. if appended with _num it will target an optional specific gui number on the entity this is handy for models with multiple guis. |
Editor
| Property |
Value |
| Type |
brush entity |
| Spawn class |
idElevator -> idMover -> idEntity -> idClass |
| Color |
0 .5 .8 |
Script events
| Event |
Declared by |
| activate |
idElevator |
| postArrival |
idElevator |
| gotoFloor |
idElevator |
| stopMoving |
idMover |
| stopRotating |
idMover |
| speed |
idMover |
| time |
idMover |
| accelTime |
idMover |
| decelTime |
idMover |
| moveTo |
idMover |
| moveToPos |
idMover |
| move |
idMover |
| accelTo |
idMover |
| decelTo |
idMover |
| rotateDownTo |
idMover |
| rotateUpTo |
idMover |
| rotateTo |
idMover |
| rotateTo_world |
idMover |
| rotate |
idMover |
| rotateOnce |
idMover |
| bob |
idMover |
| sway |
idMover |
| openPortal |
idMover |
| closePortal |
idMover |
| accelSound |
idMover |
| decelSound |
idMover |
| moveSound |
idMover |
| enableSplineAngles |
idMover |
| disableSplineAngles |
idMover |
| removeInitialSplineAngles |
idMover |
| startSpline |
idMover |
| stopSpline |
idMover |
| isMoving |
idMover |
| isRotating |
idMover |
| moveToJoint |
idEntity |
| moveToJointWeighted |
idEntity |
| moveJointToJoint |
idEntity |
| moveJointToJointOffset |
idEntity |
| setSkin |
idEntity |
| spawnDebris |
idEntity |
| delayDamageEntity |
idEntity |
| dispose |
idEntity |
| setDeformation |
idEntity |
| setFloatKey |
idEntity |
| setVectorKey |
idEntity |
| setEntityKey |
idEntity |
| playerCanSee |
idEntity |
| setContents |
idEntity |
| setClipmask |
idEntity |
| setPortalCollision |
idEntity |
| killbox |
idEntity |
| getName |
idEntity |
| setName |
idEntity |
| findTargets |
idEntity |
| activateTargets |
idEntity |
| numTargets |
idEntity |
| getTarget |
idEntity |
| randomTarget |
idEntity |
| bindToJoint |
idEntity |
| removeBinds |
idEntity |
| bind |
idEntity |
| bindPosition |
idEntity |
| unbind |
idEntity |
| setOwner |
idEntity |
| setModel |
idEntity |
| getShaderParm |
idEntity |
| setShaderParm |
idEntity |
| setShaderParms |
idEntity |
| setColor |
idEntity |
| getColor |
idEntity |
| isHidden |
idEntity |
| hide |
idEntity |
| show |
idEntity |
| cacheSoundShader |
idEntity |
| startSoundShader |
idEntity |
| startSound |
idEntity |
| stopSound |
idEntity |
| fadeSound |
idEntity |
| getWorldOrigin |
idEntity |
| setWorldOrigin |
idEntity |
| getOrigin |
idEntity |
| setOrigin |
idEntity |
| getAngles |
idEntity |
| setAngles |
idEntity |
| getLinearVelocity |
idEntity |
| setLinearVelocity |
idEntity |
| getAngularVelocity |
idEntity |
| setAngularVelocity |
idEntity |
| getSize |
idEntity |
| setSize |
idEntity |
| getMins |
idEntity |
| getMaxs |
idEntity |
| touches |
idEntity |
| setGuiParm |
idEntity |
| setGuiFloat |
idEntity |
| getNextKey |
idEntity |
| setKey |
idEntity |
| getKey |
idEntity |
| getIntKey |
idEntity |
| getFloatKey |
idEntity |
| getVectorKey |
idEntity |
| getEntityKey |
idEntity |
| restorePosition |
idEntity |
| updateCameraTarget |
idEntity |
| distanceTo |
idEntity |
| distanceToPoint |
idEntity |
| startFx |
idEntity |
| waitFrame |
idEntity |
| wait |
idEntity |
| hasFunction |
idEntity |
| callFunction |
idEntity |
| setNeverDormant |
idEntity |
| playRumble |
idEntity |
| stopRumble |
idEntity |
| remove |
idClass |