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LOCKED BUT BREAKABLE DOOR
See also: Doors -
Updated November 6, 2000 - 12:05 AM

 

LOCKED BUT BREAKABLE DOOR -
by Ian Bright - thirdeye@nznet.gen.nz

The Effect - a locked but breakable door.

How To Do It -

The door itself is a func_breakable with a brush in front of it which is about the width of the door, sits ONE unit high above the floor level, and is a func_door with the name "fakedoor" and a locked door sound. It is texture rendered to be invisible.

This is a noise trigger really -- when you walk up to the door you walk on the func_door and set off its locked noise (but only if it has a name of "fakedoor").

It is vital that the func_door is only ONE grid unit above the floor, if it's flush it won't trigger, any more than that and it's a speed bump.

So now if you blow up your door and walk through it will still give the locked noise, so to get rid of that set the func_breakable kill target field to "fakedoor". This means once the door is destroyed the noise trigger disappears as well.

So of course now in your level you walk up to the door, it goes click click -- you get mad, throw a grenade or two, and -- boom! door disappears in a cloud of smoke and metal fragments -- no more obstacle.

Because this was rarely done in Half-Life you may fool people into thinking they cannot go that way. Hey, if you're lucky you'll really annoy someone with this : )

- Ian Bright

 

 
LOCKED BUT BREAKABLE DOOR
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