Creating Setup doors

Discussion in 'Mapping Questions & Discussion' started by Besley xD, Dec 19, 2008.

  1. Besley xD

    Besley xD L1: Registered

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    Im fairly new to mapping and have made a map but i would like to put some setup doors in (hold the attacking team back, and open after setup) Would be really grateful if anyone could reply to this telling me how ty, :blushing:
     
  2. Cameron:D

    Cameron:D L6: Sharp Member

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    Basically, you need to make a play clip brush, the size of the model of the door you want to make. Make that brush into a func_foor, and set the direction you want it to move in, also set a meaningful name. Next make a prop_dynamic, with the model of the door, and set the parent to the playerclip brush.
    Make sure you set the flags on the door to not open on use or touch, but when the input is triggered it will open.
    Put the model inside the playerclip brush, and now from any other entity output, you can call the door to open.
     
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  3. Xi.Cynx

    aa Xi.Cynx Former Alias: †Blade†

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    You could always take a look at this to. It's pretty self explanatory and straight forward. :)

    Setup Gates


    But just like Cameron:D said, make the names more distinctive than "grate_door_top " maybe something like "Red_Setup_Gate" or "Red_Setup_Door_1"(if you have more than 1 door so you can number them.)
     
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    Last edited: Dec 19, 2008
  4. Besley xD

    Besley xD L1: Registered

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    Thanks,

    Halfway through making them, when creating the Func_door entity i find that when i copy it or click somewhere else the texture loses its func_door stats? how can i fix this?
     
    Last edited: Dec 19, 2008
  5. Cameron:D

    Cameron:D L6: Sharp Member

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    Make sure you have ignore groupings OFF (the [ig] button on the toolbar).
    That might fix it.
     
  6. Nineaxis

    aa Nineaxis Quack Doctor

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    I wrote that :D