Prevent Door From Opening/closing?
RPGreg2600
Join Date: 2003-03-16 Member: 14578Members
Is there a way to make it so a door can't be opened/closed if a player is standing in a certain place? I have a door in the celing of a cargo room thing witha crate hanging through the opening, and when you open the door into that room the door in the ceiling closes and then the door to the room opens. Is there a way to make it so when someone is in the room it can't be shut which would open the airlock? I want it to display a message instead of closing if someone trys to close the door while someone's inside.
Hope that made sense...
Hope that made sense...
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But funcseetrough with an player amount lower than 0 can be shoot trough.
Another way can be a func illusionary with the invisible from top flag AND a clip brush. You cant shoot trough but skulks cant climb it.
Such airlock doors are possible with multimanagers or trigger_changetarget.
Seen it in ns_cydonia (no idea if thats buggy).
Seen it in ns_cydonia (no idea if thats buggy). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Thanks, I didn't know comm could drop stuff through a func_seethrough.
I'll try messing around with this "trigger_changetarget".
Hope that made sense...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Start with the <a href='http://www.natural-selection.org/Mapping_Guidelines.html#trigger_presence' target='_blank'>trigger_presence</a> entity to detect when a player is in the room. Use this entity to disable the master of the <a href='http://collective.valve-erc.com/index.php?ent=func_door' target='_blank'>func_door</a>, which will make it so that it can't be operated.
The <a href='http://collective.valve-erc.com/' target='_blank'>VERC Collective</a> has information on the generic Half-Life entities that are required to wire the logic for the door -- if you use the func_door link above, that should get you started.
Yes, if you set the trigger_presence exit target to reenable the master
EDIT: meaning the Deactivation Target
I've also got a problem with doors, I just noticed that they can't be re closed... The switch is flipped but nothing happens... Can you not reclose 'em if you use a multimanager?