Map I'm working on I have a door that both players and a train can use. I set it up with a few filter entities:
blu_filter (filter_activator_tfteam)
red_filter (filter_activator_tfteam)
train_filter (filter_activator_name)
And then roll them up into a single "filter_multi" with OR set. I then put the name of this filter_multi in the Filter field on the door's trigger_multiple.
It works fine on a local server, but in multiplayer the associated door tends to open and stay stuck open. Usually on a round reset the doors start closed, and then once players go through it sticks open.
Is this setup not supported over network play? Is there a better way to accomplish what I'm doing?
My initial attempt was to set up outputs on a path_track to open/close the door on demand, but this created the side effect of the door slamming in players face even if they were inside the door trigger.. which technically works I suppose, but is suboptimal.
blu_filter (filter_activator_tfteam)
red_filter (filter_activator_tfteam)
train_filter (filter_activator_name)
And then roll them up into a single "filter_multi" with OR set. I then put the name of this filter_multi in the Filter field on the door's trigger_multiple.
It works fine on a local server, but in multiplayer the associated door tends to open and stay stuck open. Usually on a round reset the doors start closed, and then once players go through it sticks open.
Is this setup not supported over network play? Is there a better way to accomplish what I'm doing?
My initial attempt was to set up outputs on a path_track to open/close the door on demand, but this created the side effect of the door slamming in players face even if they were inside the door trigger.. which technically works I suppose, but is suboptimal.