Doors

Half-Life_Maniac

L3: Member
Nov 30, 2007
122
89
I've just been thinking..

The wayI'm currently making my spawn doors (and the same way VALVe and probably everone else does it) is by having a trigger_multiple that triggers an invisible func_door, which finally triggers the visable prop_dynamic door.

Is there a good reason for this setup? Why not skip the func_door entirely and simply have the trigger target the prop door?

Probably a simple, logical answer to this, but seeing as it was on my mind..
 

Intraman

L4: Comfortable Member
Nov 4, 2007
191
0
there is. The dynamic prop doesn't collide with players. ie, you could walk through it.
 

Half-Life_Maniac

L3: Member
Nov 30, 2007
122
89
Are you certain of this? I thought it'd have collision just like any other prop.

Still, if that's true, that pretty much answers my question then.
 

Half-Life_Maniac

L3: Member
Nov 30, 2007
122
89
Aha, another good point. I forgot about those un-animated door models. In those cases, it almost seems a waste of time even having the prop. They look just as flat and plain as what a brush-based one would be..
 

Intraman

L4: Comfortable Member
Nov 4, 2007
191
0
Are you certain of this? I thought it'd have collision just like any other prop.

Still, if that's true, that pretty much answers my question then.

Well I'm not sure if that's the reason they do it, but I do know that it happens. Go ahead and just place an animated door prop without being tied to anything. You can walk right through them.
 
Oct 25, 2007
219
690
Which also includes no collision with rockets and bullets and grenades. Not a very good spawn room, if the enemy can safely bomb you through the door.