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Realistic Doors

Discussion in 'Mapping Questions & Discussion' started by Octop37 #teampyro, Aug 2, 2016.

  1. Octop37 #teampyro

    Octop37 #teampyro L1: Registered

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    I am attempting to create a semi realistic house for a spawn in my map and I was wondering if a door could swing open to be more realistic, or if I should stick to garage doors and sliding doors?
     
  2. zahndah

    aa zahndah professional letter

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    You could make a realistic door via func_door_rotating, but I advise against it as its easier and more fitting with tf2 style to do a regular sliding door
     
  3. Octop37 #teampyro

    Octop37 #teampyro L1: Registered

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    Thanks, for help.
     
  4. Pocket

    aa Pocket func_croc

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    The main concern is that it might get blocked by someone standing in front of it. If your doors only ever open outward into empty space, that's not an issue, but supposing they open inward, into a wall, like most real doors do.

    I dunno, there must be other mutliplayer games that have hinged doors; anyone know how they deal with it?
     
  5. PortalStorm4000

    PortalStorm4000 L1: Registered

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    It's ummm.... Conflicting with TF2's artstyle and hard to make it work with a game like TF2, as they were never meant to be included. So don't unless you are making a joke map, in that case though try using func_door_rotating.
     
  6. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    By not letting the players block it.

    Or by not running on source.
     
  7. Pocket

    aa Pocket func_croc

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    Yeah but I mean what do they actually do if you want to open a door and someone is standing behind it? Forcibly push them back? It's as much a design decision as a programming one, since that sort of thing matters in multiplayer sometimes. What if you push them into an enemy? Enemies can block movement. Do you push them both? If there's literally a conga line of players alternating between teams, do you push them all? What if the line extends all the way into another wall? So many things to consider and I bet this is why Valve decided to just use sliding doors exclusively, much like why they decided against having elevators.

    EDIT: I mean, when you think about it, it's pretty much the same reason real-life automatic doors are always the sliding kind. You only have to be sure it opens, or stays open, if there's someone near it. Which, actually, kind of solves your problem from the other side: There is no "manually open door" button in TF2, and automatic hinged doors (and automatic doors in a house, period) aren't realistic, so there's your justification for not having them. If you want realistic hinged doors, just have them always open. Why not? That's how they are in Mann Manor.
     
    Last edited: Aug 3, 2016
  8. henke37

    aa henke37

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    The source engine does have an option to make the door unblockable.
     
  9. Pocket

    aa Pocket func_croc

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    What does it do then, just clip through people?
     
  10. Powerlord

    Powerlord L3: Member

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    I believe it pushes them out of the way.
     
  11. RodionJenga

    RodionJenga L5: Dapper Member

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    Or you could have the trigger extend far enough (or the door be fast enough) that by the time you get to the door it's open. This would mean that if it was a one-way door it'd have to open towards the exit-ers.
     
  12. Jusa

    aa Jusa

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    You could have invisible non rendered sliding doors as the real doors, and rotating ones that dont collide with players as the visible ones. That would be the best way to do it imo, you will just have to make them fast enough.
     
  13. henke37

    aa henke37

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    Nonblockable doors destroy things that are in the way and refuse to be moved.