- Apr 3, 2012
- 22
- 0
Seeking help with spycrab room doors.
In my map (trade_server map), I have a red and blue team spycrab room. The thinking is to have an isolated room that x number of people can go into and shut the door and lock out the rest. I have it such that the door closes and the room lights come on and then opens and switches lights out when the button is hit the next time (toggle)
func_button w/ 2 toggle outputs (door and room lights)
func_door w / 2 inputs (OnPressed toggle from button and OnEndTouch from trigger_multiple open)
The trigger_multiple is a room size trigger that is from floor to mid way up that opens the door OnEndTouch and turns off lights OnEndTouch. The thinking is to prevent someone from locking the room and disconnecting from server, and thus locking the room empty.
Problem that exists is the door open / close can be glitched via demo's sticky nades on or near button and folks still can get locked out. Any advanced door resources available that might help with fool-proofing the rooms?
In my map (trade_server map), I have a red and blue team spycrab room. The thinking is to have an isolated room that x number of people can go into and shut the door and lock out the rest. I have it such that the door closes and the room lights come on and then opens and switches lights out when the button is hit the next time (toggle)
func_button w/ 2 toggle outputs (door and room lights)
func_door w / 2 inputs (OnPressed toggle from button and OnEndTouch from trigger_multiple open)
The trigger_multiple is a room size trigger that is from floor to mid way up that opens the door OnEndTouch and turns off lights OnEndTouch. The thinking is to prevent someone from locking the room and disconnecting from server, and thus locking the room empty.
Problem that exists is the door open / close can be glitched via demo's sticky nades on or near button and folks still can get locked out. Any advanced door resources available that might help with fool-proofing the rooms?
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