dz_door
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Code classes:
CDZDoor
CPropDoorRotating
CBasePropDoor
CDynamicProp
CBreakableProp
CBaseProp
(props)CBaseAnimating
(models)CBaseEntity
(all ents)
dz_door
is a point entity present in Counter-Strike: Global Offensive. Used for danger zone pay-to-open security doors. Valve also used the entity for regular doors on Blacksite for no apparent reason.
Setting up security doors for danger zone[edit | edit source]
- Make a
prop_static
with the modelmodels/props/hr_massive/security_gate/security_gate.mdl
. - Make a
filter_damage_type
set to allow only blast damage (which are its default settings). - Make a
prop_counter
and position it so that the numbers are just barely touching the screen on the static prop. - Make a
dz_door
and set these settings:
- counter_name: [Name of the
prop_counter
] - World Model: models/props/hr_massive/security_gate/security_gate_door.mdl
- Speed: 65
- Moving Sound: Doors.Move2
- Open Direction: Open Backward Only
- Damage Filter: [Name of the
filter_damage_type
] - Security door: Yes
- Flags: Start Breakable
- counter_name: [Name of the
- Make a
point_dz_weaponspawn
behind the door and set Door Name(door_name)
to the name of thedz_door
. Give it 80 units of space from the door so that the door won't push the object as the door opens.
Other considerations:
- The top of the door can be reached by climbing on a hostage or with the exojump boots, making for a pretty clever hiding spot. It seems likes Valve realized this and intentionally kept ceilings low to prevent it from being abused.
- The door and the surrounding metal prop are considered completely solid, despite appearances. What's more, the amount of damage lost is even greater when shooting through the static prop than the door, because the door is considered wood for penetration purposes! Weak guns such as pistols and shotguns will be stopped completely. You could make both props non-solid and replace their solidity with clip brushes.
Keyvalues[edit | edit source]
- Security door
(is_security_door)
<boolean>
- Makes the door act like a security door. If not set, the door behaves identically to a
prop_door_rotating
. - Counter Name (Not in FGD)
(counter_name)
<target_destination>
- Name of a
prop_counter
that shows the price for opening the door.
- Damage Filter Name
(damagefilter)
<filterclass>
- When this entity receives damage, it will filter by this entity.
Inputs[edit | edit source]
- SetDamageFilter
<target_destination>
- Sets Damage Filter Name.