Secret Room

Discussion in 'Mapping Questions & Discussion' started by Terrorist5150, Aug 30, 2011.

  1. Terrorist5150

    Terrorist5150 L1: Registered

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    I want to make a secret room in my map, like part of the wall goes up like a door when you get near it, how can I do this?
     
  2. Sebi

    Sebi L2: Junior Member

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    Tie your movable wall to a func_door and give it the appropritae moving direction. Then put a trigger_multiple where you want the player to start the opening sequence. Let the trigger_multiple fire OnStartTouch Open to the func_door's name. I am to lazy to write something further than this when it has been already written. Read more here, if you need to:

    http://developer.valvesoftware.com/wiki/TF2/Team-Specific_Doors
     
  3. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    I think I saw doom maps ported into Source one time.
    That type of hidden door?
     
  4. Terrorist5150

    Terrorist5150 L1: Registered

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    I just mean like part of a wall being used as a door, that way it's secret.
     
  5. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    Oh that's easy then, make a wall and tie it to the entity func_door.
    Then put a trigger brush where you want the player to stand for it to open.
    Tie that trigger to trigger_multiple
    Then make sure that outputs like this : On start touching, (doorname), open
    Then add afterwards, on end touch (doorname) close.

    Also, yeh that's like doom :p Only with triggers rather than use.
     
  6. Jeremy

    Jeremy L11: Posh Member

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    It's basically the same as making a spawnroom door, except you don't need a spawndoor prop and the func_door is visible.
     
  7. Pocket

    aa Pocket func_croc

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    Two disclaimers:

    (1) The lighting on this secret panel may be noticeably off from the rest of the wall, making it conspicuous to players. To my knowledge, there isn't really anything you can do about that.

    (2) A flush wall panel sliding up or down will create "z-fighting" — constant flickering between the textures and lightmaps — since they are on the same vertical plane. You will probably want to set it up to slide in slightly before going up, which involves some fancy entity work. I have a working prefab designed to do that, if you want it.
     
  8. NinjillaX

    NinjillaX L3: Member

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    Couldnt you just put a Brush over the hallway flush with the wall and make it not solid? So it lights correctly but can be walked through all secret-like.
     
  9. Terrorist5150

    Terrorist5150 L1: Registered

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    How do you make it non-solid?
     
  10. NinjillaX

    NinjillaX L3: Member

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    I think if you make it a func_brush you can?
     
  11. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    You can make the door a func_train that's triggered to open.

    Door sits flush with the wall so you don't see it - trigger happens - door moves in and then in another direction.

    You might have issue with it moving back into place though.
     
  12. tyler

    aa tyler snail prince, master of a ruined tower

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    The issue isn't with the brush being a door. It's with the brush being an entity. This'd solve nothing.

    A stupid workaround would be to make the entire wall a door and only move the relevant bit.

    Or not make a secret room
     
  13. Empyre

    Empyre L6: Sharp Member

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    How about making the rest of the wall a func_brush, so that the entire wall is made of entity brushes, and lit the same? Or would the door still be lit differently because it moves?