One Way Doors

Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
So I am working on a map that should have a one way door, kind of like the one way doors that can be found on Dustbowl. However the door can be activated from both sides, even if I do scoot the trigger_multiple and the func_door waay back away from said door. Is there any way of doing this? I looked at the cp_dustbowl map to see how Valve did it, however they (somehow) did the same thing and used a trigger_multiple hooked with a func_door to control the door prop. But yet somehow the door is still only one way.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Keep the func_door in the same location, only move the trigger_multiple back. Make sure it's not z-fighting with the func_door brush, that can activate it too some times.

Also, the ABS pack has one-way doors as well. Take a look on it's done in there.
 

Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
Keep the func_door in the same location, only move the trigger_multiple back. Make sure it's not z-fighting with the func_door brush, that can activate it too some times.
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I had no idea about that, thanks for the tip!
 

BenCo

L5: Dapper Member
Dec 30, 2015
242
135
I think boojum snark included a prefab if you still have problem and you use boojum snark's mapping resource pack.
 

Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
Thanks for all of your feedback and help, leaving a gap between the func_door and the trigger_multiple on the z-axes as well as changeing the func_door to the invisible did help.

I also tied an OnBlockedClosing to the func_door and set the target entity to !activator, but I dont know what the "Via this input" should be. I am trying to have the door destroy any engi buildings that are built in the pathway of the door when it closes.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Thanks for all of your feedback and help, leaving a gap between the func_door and the trigger_multiple on the z-axes as well as changeing the func_door to the invisible did help.

I also tied an OnBlockedClosing to the func_door and set the target entity to !activator, but I dont know what the "Via this input" should be. I am trying to have the door destroy any engi buildings that are built in the pathway of the door when it closes.
IIRC the func_door already does that. If it doesn't, just put a func_nobuild brush around the door.
 

Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
IIRC the func_door already does that. If it doesn't, just put a func_nobuild brush around the door.
The func_door should but it doesnt. I tested this out using the Force Closed and setting it to True.