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/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN - CRUSHER RETURN TRIGGER_DOOR X_AXIS Y_AXIS ONE_WAY
Rotating door. By default it will always open away from the player.
-------- KEYS --------
speed : determines how fast the door moves (default 130).
wait : number of seconds before door returns (default 4, -1 = return immediately)
lip : lip remaining at end of move (default 8)
targetname : if set, a func_button or trigger is required to activate the door.
health : if set to a non-zero value, the door must be damaged by "health" amount of points to activate (default 0).
dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.
team: assign the same team name to multiple doors that should operate together (see Notes).
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
distance : how many degrees the door will open, negative to reverse direction (default 90).
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
-------- SPAWNFLAGS --------
START_OPEN : the door will spawn in the open state and operate in reverse.
CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.
RETURN: door will return automatically after having been opened
TRIGGER_DOOR: door can't be used by an activate button but a trigger
X_AXIS : open on the X-axis instead of the Z-axis
Y_AXIS : open on the Y-axis instead of the Z-axis
ONE_WAY : always open the same way, set negative distance to reverse
-------- NOTES --------
Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.*/
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