Help with Offense/Defense spawn doors?

Boosh

L1: Registered
Jul 15, 2008
7
0
Hey guys,

I looked all around in the tutorial section and ran a few searches, but I can't seem to find anywhere where somebody explains how to get those orange grated doors they have up during the setup times on offense defense maps?

If anybody could point me in the right direction that'd be awesome. :thumbup:
 

samn

L4: Comfortable Member
Mar 28, 2008
158
47
They work similarly to normal doors, but use different models.
 

Fyfey

L2: Junior Member
Jan 24, 2008
54
4
On your round timer entity... goto outputs and enter:

onSetupFinished - Doorname - Open

Valve use relays that trigger all doors, then the onSetupFinished just triggers the relay.

Not sure if that'll help you
 

Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
234
52
You have to parent the orange grate model to the func_door, best way is to make the func_door out of invisible, so people can't shoot through it.

You need two func_door's, one to go up, one down.

A good trick is to name the doors like so;

"door1_up"
"door1_dn"

Then from the relay (or timer), type "door1*" as the target.

Then all doors with the name starting with 'door1' will open.

Useful if you have lots of setup doors, you can open them all with just one output. Just make sure they all start with something like 'setupdoor', for example 'setupdoor_1_up' etc, then type 'setupdoor*' in the target for the output.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
You have to parent the orange grate model to the func_door, best way is to make the func_door out of invisible, so people can't shoot through it.


He should make the door out of a metal texture so that when people shoot the door it sparks. Just tell the door not to render. You don't have to use nodraw or invisible.
 

Boosh

L1: Registered
Jul 15, 2008
7
0
Thanks guys, that should get it working.