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'''
; '''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.
: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]'''
; '''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)'''
: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]'''
; '''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)'''
: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]'''
; '''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)'''
: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)'''



Revision as of 16:12, 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"