The door will just need a name, a unique one at that depending on if you just want to trigger that door. Then, in the target field of the triggering entity (ie: a func_button/etc.), add the name you gave the func_door. As for trigger_random, refer to the post in this section of the forum about how siege maps trigger. I posted some information on how to set up a trigger_random for time based targetting. Hope that helps.
For the siege style door opening just make a multi manager that triggers when the game starts (How do you do this again, I know it has somthing to do with the name...). Then turn off smart edit and create an entry with the name of your door, and set the value to how ever many seconds you want it to wait before opening. Voila. If I missed something somebody correct me.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->They use one trigger random for each target, or target a multimanager that has fairly short time fields (as the whole reason behind using a trigger_random is that it will not count into the next round, like a multimanager will). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
till cant get it to work <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
btw, in ns do u still use the origin brush with doors?
Comments
btw, in ns do u still use the origin brush with doors?