You can make this 2 ways
Eighter by using a func_door_rotating
Or by using a func_rotating
Both of them need a origin brush
So 1; make a door
And 2; make a origin for the axis/place it will turn around
Now; select both the origin and the “door”
If you wanna make it simple, make it a func_door_rotating
Otherwise make the func_rotating
Func_door_rotating
Can be a trigged by using alerentity <targetnameOfTheDoor>
It should be locked, key = -1
Scriptname <targetnameOfTheDoor>
Targetname <targetnameOfTheDoor>
And the spawnflag toggle should be selected
Then when it should be opened
Write “alertentity targetnameOfTheDoor” in the script
If it is adlernest it will be the death function of the doorcontrols
Func_rotating is more complicated becouse it needs a very own scriptblock…
Give the func rotating same script and targetname as the door should have…
Scripting
Make a new scriptblock called targetnameOfTheDoor
targetnameOfTheDoor
{
spawn
{
}
trigger move
{
setrotation 0 30 0
wait 3000
stoprotation
}
}
Then write “trigger targetnameOfTheDoor move” without the quotes…
//in the death event of the doorcontrols
Good luck 