Doors: Difference between revisions
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This a short description of the keys/values of '''func_darkmod_door''': | This a short description of the keys/values of '''func_darkmod_door''': | ||
; '''spawnclass: CFrobDoor''' | |||
:This is the class that is to be used for the normal doors and directly refers to the C++ class that encapsulates the code for this entity. | |||
; '''open: [1|0]''' | |||
:Defines wether the door is in state open or closed. this has nothing to do with the visual representation of the door. If the door is placed in such a way that it looks open, but is defined as closed here the player might get confused in certain situations. '''(Default: 0 = closed)''' | |||
; '''locked: [1|0]''' | |||
:Defines wether the door is currently locked. If this is the case it will require an entity that is associated with it to be able to unlock it. '''(Default: 0 = locked)''' | |||
; '''pickable: [1|0]''' | |||
:Defines wether this door can be lockpicked. If set to 1 the lockpicks can be used on it, otherwise the door can only be unlocked with the appropriate key. '''(Default: 1)''' | |||
; '''rotate: idAngle [0 90 0]''' | |||
:Defines the angle the door should rotate when it is opened. On subsequent uses the door will rotate back and forth. '''(Default: 0 90 0)''' | |||
; '''translate: idVec3 [0 0 0]''' | |||
:Defines the translation value that is to be used whenevera door is opened. This can be used for sliding doors. '''(Default: 0 0 0)''' | |||
; '''snd_open: string/shader''' | |||
:Defines the sound that is to be played whenever the door is opened. Default: sound/misc/creakydooropen.ogg | |||
; '''snd_close: string/shader''' | |||
:Same as above. Default: sound/misc/creakydooropen.ogg | |||
; '''snd_locked: string''' | |||
:Defines the sound that is to be played whenever a door is locked and the player tries to open the door. Default: sound/misc/doorlocked_t2.ogg | |||
; '''snd_unlock: string''' | |||
:Defines the sound that is to be played whenever the door is successfully unlocked. Default: sound/misc/unlocked_t2.ogg" | |||
[[Category:Editing]] | [[Category:Editing]] |
Revision as of 16:11, 19 February 2007
Originally written by sparhawk & Ishtvan on http://forums.thedarkmod.com/topic/1722
This a short description of the keys/values of func_darkmod_door:
- spawnclass: CFrobDoor
- This is the class that is to be used for the normal doors and directly refers to the C++ class that encapsulates the code for this entity.
- open: [1|0]
- Defines wether the door is in state open or closed. this has nothing to do with the visual representation of the door. If the door is placed in such a way that it looks open, but is defined as closed here the player might get confused in certain situations. (Default: 0 = closed)
- locked: [1|0]
- Defines wether the door is currently locked. If this is the case it will require an entity that is associated with it to be able to unlock it. (Default: 0 = locked)
- pickable: [1|0]
- Defines wether this door can be lockpicked. If set to 1 the lockpicks can be used on it, otherwise the door can only be unlocked with the appropriate key. (Default: 1)
- rotate: idAngle [0 90 0]
- Defines the angle the door should rotate when it is opened. On subsequent uses the door will rotate back and forth. (Default: 0 90 0)
- translate: idVec3 [0 0 0]
- Defines the translation value that is to be used whenevera door is opened. This can be used for sliding doors. (Default: 0 0 0)
- snd_open: string/shader
- Defines the sound that is to be played whenever the door is opened. Default: sound/misc/creakydooropen.ogg
- snd_close: string/shader
- Same as above. Default: sound/misc/creakydooropen.ogg
- snd_locked: string
- Defines the sound that is to be played whenever a door is locked and the player tries to open the door. Default: sound/misc/doorlocked_t2.ogg
- snd_unlock: string
- Defines the sound that is to be played whenever the door is successfully unlocked. Default: sound/misc/unlocked_t2.ogg"