Grimwar/Entities/func rotate
Rotate owned geometry as a door or a continuously moving object.
Placement: Geometry owned by the entity.
Set it up
Parent the geometry beneath the marker and choose local Rotation Axes. Door mode moves between closed and Angle; continuous mode uses open/start to run and close/stop to pause. reverse and set_phase apply to continuous mode. Put a rotating child beneath a moving parent when it should move with that parent.
Settings
These are the initial authoring values. Script inputs and runtime state are listed separately below.
| Setting | Default | Meaning and choices |
|---|---|---|
rotation_axesRotation Axes |
Y (2) |
Local rotation axes. Select one or more axes. Choices: None (0), X (1), Y (2), Z (4), All (7).
|
angleAngle |
90 |
Door mode only. Signed angle in degrees between closed and open. |
speedSpeed |
90 |
Rotation speed in degrees per second. Minimum: 0.01.
|
loop_continuouslyLoop Continuously |
false |
Rotate continuously on the server tick instead of moving between door-style endpoints. Open/Start runs the rotator; Close/Stop pauses it. |
start_phaseStart Phase |
0 |
Continuous mode only. Initial rotation phase in degrees around every selected axis. |
start_activeStart Active |
true |
Continuous mode only. Start rotating as soon as the entity initializes. |
reverse_directionReverse Direction |
false |
Continuous mode only. Begin rotating in the negative direction. |
reset_delayReset Delay |
-1 |
Door mode only. Automatically close after this delay. -1 never closes automatically. Minimum: -1.
|
start_lockedStart Locked |
false |
Value type: bool.
|
start_openStart Open |
false |
Door mode only. Begin at the open endpoint. |
ignore_nav_meshIgnore Nav Mesh |
true |
Exclude this entity from navigation-mesh building. This does not disable its gameplay collision. |
VSig contract
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 Read the reference for arguments, authority, and common controls.
| Kind | Member | Value | Authority / access |
|---|---|---|---|
| Input | close |
string |
Server |
| Input | kill |
none |
Server |
| Input | lock |
string |
Server |
| Input | open |
string |
Server |
| Input | reverse |
string |
Server |
| Input | set_angle |
float |
Server |
| Input | set_phase |
float |
Server |
| Input | set_speed |
float |
Server |
| Input | start |
string |
Server |
| Input | stop |
string |
Server |
| Input | toggle |
string |
Server |
| Input | unlock |
string |
Server |
| Output | close |
string |
Server |
| Output | killed |
none |
Server |
| Output | open |
string |
Server |
| Output | started |
string |
Server |
| Output | stopped |
string |
Server |
| Property | angle |
float |
Server; read/write |
| Property | is_active |
bool |
Server; read/write |
| Property | is_locked |
bool |
Server; read/write |
| Property | is_open |
bool |
Server; read/write |
| Property | is_reversed |
bool |
Server; read/write |
| Property | phase |
float |
Server; read/write |
| Property | speed |
float |
Server; read/write |
| State | state |
RotateEntityState |
Server; read/write |
Capture ref.state from one matching entity and use ref.restore(saved_state) to restore a compatible snapshot.