Doors

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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] [This feature is currently not implemented] 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"