Secret Room

Terrorist5150

L1: Registered
Jul 4, 2011
23
2
I want to make a secret room in my map, like part of the wall goes up like a door when you get near it, how can I do this?
 

Sebi

L2: Junior Member
Aug 13, 2011
65
13
Tie your movable wall to a func_door and give it the appropritae moving direction. Then put a trigger_multiple where you want the player to start the opening sequence. Let the trigger_multiple fire OnStartTouch Open to the func_door's name. I am to lazy to write something further than this when it has been already written. Read more here, if you need to:

http://developer.valvesoftware.com/wiki/TF2/Team-Specific_Doors
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
I think I saw doom maps ported into Source one time.
That type of hidden door?
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
Oh that's easy then, make a wall and tie it to the entity func_door.
Then put a trigger brush where you want the player to stand for it to open.
Tie that trigger to trigger_multiple
Then make sure that outputs like this : On start touching, (doorname), open
Then add afterwards, on end touch (doorname) close.

Also, yeh that's like doom :p Only with triggers rather than use.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
It's basically the same as making a spawnroom door, except you don't need a spawndoor prop and the func_door is visible.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Two disclaimers:

(1) The lighting on this secret panel may be noticeably off from the rest of the wall, making it conspicuous to players. To my knowledge, there isn't really anything you can do about that.

(2) A flush wall panel sliding up or down will create "z-fighting" — constant flickering between the textures and lightmaps — since they are on the same vertical plane. You will probably want to set it up to slide in slightly before going up, which involves some fancy entity work. I have a working prefab designed to do that, if you want it.
 

NinjillaX

L3: Member
Apr 4, 2011
114
36
Couldnt you just put a Brush over the hallway flush with the wall and make it not solid? So it lights correctly but can be walked through all secret-like.
 
Oct 6, 2008
1,947
445
You can make the door a func_train that's triggered to open.

Door sits flush with the wall so you don't see it - trigger happens - door moves in and then in another direction.

You might have issue with it moving back into place though.
 

tyler

aa
Sep 11, 2013
5,102
4,621
I think if you make it a func_brush you can?
The issue isn't with the brush being a door. It's with the brush being an entity. This'd solve nothing.

A stupid workaround would be to make the entire wall a door and only move the relevant bit.

Or not make a secret room
 

Empyre

L6: Sharp Member
Feb 8, 2011
309
187
How about making the rest of the wall a func_brush, so that the entire wall is made of entity brushes, and lit the same? Or would the door still be lit differently because it moves?