One Way Doors

Discussion in 'Mapping Questions & Discussion' started by Three Million, Mar 29, 2016.

  1. Three Million

    Three Million L5: Dapper Member

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    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.
     
  2. Vel0city

    aa Vel0city func_fish

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    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.
     
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  3. Three Million

    Three Million L5: Dapper Member

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    I had no idea about that, thanks for the tip!
     
  4. ZeSpice

    ZeSpice L2: Junior Member

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    And don't forget about OnTouch flag.
     
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  5. Muddy

    Server Staff Muddy Muddy

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    If you give the func_door the 'invisible' toolbrush and set its render mode to Normal, you should be able to stop players from opening doors from the wrong side without needing to have any off-grid brushes.
     
  6. BenCo

    BenCo L5: Dapper Member

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    I think boojum snark included a prefab if you still have problem and you use boojum snark's mapping resource pack.
     
  7. Three Million

    Three Million L5: Dapper Member

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    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.
     
  8. Vel0city

    aa Vel0city func_fish

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    IIRC the func_door already does that. If it doesn't, just put a func_nobuild brush around the door.
     
  9. Three Million

    Three Million L5: Dapper Member

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    The func_door should but it doesnt. I tested this out using the Force Closed and setting it to True.