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	<id>https://developer.vellocetsoftware.com/index.php?action=history&amp;feed=atom&amp;title=Grimwar%2FEntities%2Ffunc_door</id>
	<title>Grimwar/Entities/func door - Revision history</title>
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	<updated>2026-10-21T20:39:29Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://developer.vellocetsoftware.com/w/index.php?title=Grimwar/Entities/func_door&amp;diff=224&amp;oldid=prev</id>
		<title>DocumentationBot: Version 1</title>
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		<updated>2026-10-01T04:13:05Z</updated>

		<summary type="html">&lt;p&gt;Version 1&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{GameNav}}&lt;br /&gt;
&lt;br /&gt;
[[Grimwar/Entities|All entities]]&lt;br /&gt;
&lt;br /&gt;
{{Entity icon|func_door|section}}&lt;br /&gt;
&lt;br /&gt;
Move owned geometry between closed and open positions.&lt;br /&gt;
&lt;br /&gt;
Placement: Geometry owned by the entity.&lt;br /&gt;
&lt;br /&gt;
== Set it up ==&lt;br /&gt;
&lt;br /&gt;
Parent the door geometry under this entity and choose a local Move Direction. Positive Lip leaves part of the brush in the frame; negative Lip moves it beyond the measured length. open and close outputs fire after movement finishes. A locked door ignores movement inputs until unlocked. Linked Doors records references but does not synchronize motion; call both doors from VSig. Use an SDK spawn-door prefab for a ready-made trigger and door assembly.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
These are the initial authoring values. Script inputs and runtime state are listed separately below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Setting !! Default !! Meaning and choices&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;move_direction&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Move Direction || Front (&amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;) || Local direction (relative to this marker) that the door moves when opening. Choices: Up (&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;), Down (&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;), Left (&amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;), Right (&amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt;), Front (&amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;), Back (&amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt;).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Speed || &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; || Units per second the door moves between closed and open. Minimum: &amp;lt;code&amp;gt;0.01&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;lip&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Lip || &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || Signed travel inset. Positive values leave this much of the door in-frame; negative values move beyond the measured door length.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;reset_delay&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Reset Delay || &amp;lt;code&amp;gt;-1&amp;lt;/code&amp;gt; || Automatically close after this many seconds once fully open. -1 = never auto close. Minimum: &amp;lt;code&amp;gt;-1&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;damage&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Damage || &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || Damage dealt when this moving door drives into a damageable target. Separating and tangential contacts do not deal damage. 0 disables collision damage. Minimum: &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;damage_cooldown_seconds&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Damage Cooldown Seconds || &amp;lt;code&amp;gt;0.25&amp;lt;/code&amp;gt; || Minimum seconds between collision-damage events against the same target. Minimum: &amp;lt;code&amp;gt;0.01&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;start_locked&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Start Locked || &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; || If true, the door starts locked and ignores open/close/toggle until unlocked.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;start_open&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Start Open || &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; || If true, the door starts open.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;linked_doors&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Linked Doors || &amp;lt;code&amp;gt;[]&amp;lt;/code&amp;gt; || References only. Use VSig to synchronize the doors. Ordered list. Reference: &amp;lt;code&amp;gt;func_door&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ignore_nav_mesh&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Ignore Nav Mesh || &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; || Exclude this entity from navigation-mesh building. This does not disable its gameplay collision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== VSig contract ==&lt;br /&gt;
&lt;br /&gt;
Use the names below with a ref bound to this entity. The value column describes the catalog value type, not a C# method signature. See [[Grimwar/Entities#Read the reference|Read the reference]] for arguments, authority, and common controls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Kind !! Member !! Value !! Authority / access&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;close&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;kill&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;lock&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;open&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;toggle&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;unlock&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;close&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;killed&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;open&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Property || &amp;lt;code&amp;gt;is_locked&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bool&amp;lt;/code&amp;gt; || Server; read/write&lt;br /&gt;
|-&lt;br /&gt;
| Property || &amp;lt;code&amp;gt;is_open&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bool&amp;lt;/code&amp;gt; || Server; read/write&lt;br /&gt;
|-&lt;br /&gt;
| State || &amp;lt;code&amp;gt;state&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;DoorEntityState&amp;lt;/code&amp;gt; || Server; read/write&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Capture &amp;lt;code&amp;gt;ref.state&amp;lt;/code&amp;gt; from one matching entity and use &amp;lt;code&amp;gt;ref.restore(saved_state)&amp;lt;/code&amp;gt; to restore a compatible snapshot.&lt;br /&gt;
&lt;br /&gt;
[[Category:Grimwar entities]]&lt;/div&gt;</summary>
		<author><name>DocumentationBot</name></author>
	</entry>
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