door probz


(WeeBull) #1

i made two func_doors which open automatically when you are close to them and they open to the side (they don’t rotate), but now i want the doors to only open when an allie comes close to them, here are my doors

classname func_door
spawnflags 8 (touch)
angle 360
allowteams allies,cvops
type 6
team alliesdoor

and the other one

classname func_door
spawnflags 8 (touch)
angle 180
allowteams allies,cvops
type 6
team alliesdoor

the doors work fine, but both teams can go through them, even when you’re not an axis cvops with suit.
so is it possible to make a door “touch” and allow only one team.


(kamikazee) #2

You can do it this way: remove the touch spawnflag.
Give the two func_doors the same targetname.
Put a trigger_multiple around the door.
Give it a target so it points to the door entities.
Now set the spawnflags for the trigger_multiple correctly. Here it’ll be allied_only you need to set.

I hope I’m not going too fast here, but since you can make a func_door, a trigger_multiple should work as well.


(WeeBull) #3

thx kamikazee
i did this, but my door was locked now so i set a key: key and a value of 0, and the door opened automatically when an allied walked into the trigger_multiple, but when an axis walked towards the door it didn’t open automatically but you could still open the door the normal way.
any ideas on how to solve this?
thx in advance


(nUllSkillZ) #4

http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=2559&highlight=teamdoor


(kamikazee) #5

Ah yes, the ET teamdoor. Forgot about that one, as they’re mostly used for func_door_rotating. Much easier… Sorry for ‘wasting’ your time. :expressionless:


(WeeBull) #6

i know about the allowteams, i already had that in the func_door entity, but for some reason it doesn’t work when i also check the touch spawnflag, both teams can go through the door then.
so i want a door which opens automatically when you are close to it, but it’s only for one team. but “touch” and allowteams together doesn’t work. and if i target a trigger_multiple, the doors are locked


(nUllSkillZ) #7

Not sure if this will work.
But it’s worth a try.


(kamikazee) #8

Ok, you can’t get rid of the ‘locked’ symbol using my method. Once you set the ‘key’ value, it’s messed.

If you want to solve this using another method, you need to convert your door to two script_movers, and use scripting…


(WeeBull) #9

hmm bummer i wanted to avoid that, cuz i’m not very good at those things, but if there’s no other way, then so be it. gonna try it tommorow


(WeeBull) #10

ow yeah, it worked, thx for the help