A couple of minor bugs

Baysin

L2: Junior Member
Feb 14, 2008
80
15
Right, so after a long lapse, I'm back to working on a map, and I've found a couple of perplexing bugs that I was wondering if you wonderful folks could help with.

First of all, I'm having an issue where, every so often, a door will stick open, seemingly for no reason. You run through it, and it opens normally, then stays open until you enter and leave the trigger again. It's pretty sporadic but seems to happen once or twice almost every time I run through my map in game to test it, and any door seems to be able to have the glitch. I've looked at the door-related threads and tutorials on this site and I'm pretty sure I'm doing my doors and triggers the recommended way, so I'm stumped.

Second, and also door related... I've got a wall that slides open when a certain point is captured, and my idea was that until it opened it wouldn't be obvious that it was actually a doorway, so I've got it flush with the rest of the wall and with a matching texture. That part is all fine and good and works well. The issue is that, when it's shut, even though it's flush in Hammer and LOOKS flush in the game, if you run along the wall, you'll snag on it when you move from the func_door brush to the world brush. You will not snag on it going the other direction. So it's acting like the door brush is just a smidge further back than the wall. No matter how I move or resize the brushes, I get the same glitch. I can easily just change the setup a bit to make the door actually set in a bit, so it's really more a matter of understanding what the heck is going on. Is this a normal glitch and I've just never noticed it because you normally don't have the two brushes flush like that?

By the way, thanks so much for all the great help and information on this website. Even though I've yet to actually FINISH a TF2 map, I hope to get my current project done before much longer, and I'll owe a lot to you guys if and when that happens. Although, after you see it you may not want to take any credit for it :p
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
i've had a similar problem with a oneway grate+funcdoor on the edge of a drop. - if you jump crouch at it from the "out" side of it, you end up standing on a non existant ledge, you can run along that ledge but you still get hooked/snagged when you reach the edge of the func door brush
 

Baysin

L2: Junior Member
Feb 14, 2008
80
15
I'm a gorna bump this since I didn't get any suggestions the first time around, just in case it got lost in the shuffle. Sorry for the trouble.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
The first I dunno, but make sure you are using OnStartTouchAll and OnEndTouchAll as the outputs, and that the door is set to not self-close.

As for the second... I think it's just an issue with the way clipping on entities is, unfortunately. (it is "soft" or whathaveyou)
 

Baysin

L2: Junior Member
Feb 14, 2008
80
15
Yep, my settings are just as you said, Snark. I've even tried tinkering with them, like setting it to OnStartTouch rather than OnStartTouchAll, with no results. Of course, I just went through it again, checking out something else, and I never saw it happen despite running in and out of doors many times. Maybe it's cured itself somehow... or maybe it's just that erratic and it'll pop up again later.

As for the func_door and world brush boundary, that's sort of what I was wondering. I'll probably just have to work around it, no big deal.