allowteams
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Choose who can get through the door
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closespeed
|
Optional different movement speed for door closing
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color
|
constantLight color
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degrees
|
How many degrees it will turn (90 default)
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dmg
|
Damage to inflict when blocked (2 default)
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key
|
-1 for locked, key number for which key opens, 0 for open. default '0' unless door is targeted. (trigger_aidoor entities targeting this door do /not/ affect the key status)
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light
|
constantLight radius
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model2
|
.md3 model to also draw. It will attach itself to the origin brush.
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speed
|
Movement speed (100 default)
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team
|
Team name. Other doors with same team name will open/close in syncronicity.
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time
|
How many milliseconds it will take to open (1 second = 1000ms)
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type
|
Use sounds based on construction of door.
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_castshadows;_cs
|
Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
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_celshader
|
Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
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_lightmapscale
|
Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
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_receiveshadows;_rs
|
Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
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_targetname
|
Used to attach a misc_model entity to this entity.
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