I just wonder if there’s anyway I can make door that will open just for 1 class, for example medic.
I tried targeting the door with trigger_miltiple with medic_only checked, but other classes can open the door too.
Thanks for your help
Doors opening for 1 class only
not sure if you can make it for only 1 class, maybe with a trigger…
but for certain teams: http://www.pythononline.co.uk/et/tutorial16.htm
You could make 2 target_locks targeting the door. Other with key 0 and the other with key -1.
-Alertentity the the one with key -1 from the script at the start.
-Then you could have the trigger_multiple with the class only spawnflag. The trigger could run a script that alertentity the target_lock with 0.
-it’s not used or it’s used then activate the the one with 0.
If you want to get out easy you could just script it to fire first the unlock and like wait 5 seconds and then lock it again. This would of course make the door be activate for all but you would need the medic etc. be there.
Note I didn’t test it just improvised. I don’t know if there is other way to go around it as I didn’t found a script event that would support activate_class.
You could make 2 target_locks targeting the door. Other with key 0 and the other with key -1.
-Alertentity the the one with key -1 from the script at the start.
-Then you could have the trigger_multiple with the class only spawnflag. The trigger could run a script that alertentity the target_lock with 0.
-it’s not used or it’s used then activate the the one with -1. //changed to -1, had a typo 
If you want to get out easy you could just script it to fire first the unlock and like wait 5 seconds and then lock it again //when the multiple is triggered//. This would of course make the door be activate for all for 5 seconds for example but you would need the medic etc. be there.
Note I didn’t test it just improvised. I don’t know if there is other way to go around it as I didn’t found a script event that would support activate_class.
//edited
The map Venice has gun which only fires when an Axis Soldier is near the button. Just look how they did it and adapt it to your door.
If you want to get out easy you could just script it to fire first the unlock and like wait 5 seconds and then lock it again. This would of course make the door be activate for all for 5 seconds for example but you would need the medic etc. be there.
A very big thanks, that works, thanks again, you saved the idea of one map room
What’s with all the target_locks recently?
Just make the door a script_mover and open it once from the script…
Np. Good that you understood. That was one of the worst explanations I’ve ever given. Amazing, somebody was able to “crack” it. I can hardly understand myself when I read it. 
[QUOTE=kamikazee;174702]What’s with all the target_locks recently?
Just make the door a script_mover and open it once from the script…[/QUOTE]
You mean like have the trigger_multiple setstating trigger_invisible_user? And activating the invs would just use faceangles to open it and close it back?
That’s is other solution but I think the “locked” effects are sweet and are easier to get with the target_lock method. Or then you could just have the sounds and just “toggle” between two trigger_invisible_users. One to open it and one to fake “closed”.
Note again I’m too lazy to test out.