Grimwar/Entities/func door
Move owned geometry between closed and open positions.
Placement: Geometry owned by the entity.
Set it up
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.
Settings
These are the initial authoring values. Script inputs and runtime state are listed separately below.
| Setting | Default | Meaning and choices |
|---|---|---|
move_directionMove Direction |
Front (4) |
Local direction (relative to this marker) that the door moves when opening. Choices: Up (0), Down (1), Left (2), Right (3), Front (4), Back (5).
|
speedSpeed |
6 |
Units per second the door moves between closed and open. Minimum: 0.01.
|
lipLip |
0 |
Signed travel inset. Positive values leave this much of the door in-frame; negative values move beyond the measured door length. |
reset_delayReset Delay |
-1 |
Automatically close after this many seconds once fully open. -1 = never auto close. Minimum: -1.
|
damageDamage |
0 |
Damage dealt when this moving door drives into a damageable target. Separating and tangential contacts do not deal damage. 0 disables collision damage. Minimum: 0.
|
damage_cooldown_secondsDamage Cooldown Seconds |
0.25 |
Minimum seconds between collision-damage events against the same target. Minimum: 0.01.
|
start_lockedStart Locked |
false |
If true, the door starts locked and ignores open/close/toggle until unlocked. |
start_openStart Open |
false |
If true, the door starts open. |
linked_doorsLinked Doors |
[] |
References only. Use VSig to synchronize the doors. Ordered list. Reference: func_door.
|
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 | toggle |
string |
Server |
| Input | unlock |
string |
Server |
| Output | close |
string |
Server |
| Output | killed |
none |
Server |
| Output | open |
string |
Server |
| Property | is_locked |
bool |
Server; read/write |
| Property | is_open |
bool |
Server; read/write |
| State | state |
DoorEntityState |
Server; read/write |
Capture ref.state from one matching entity and use ref.restore(saved_state) to restore a compatible snapshot.