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DOORS
See also: Moving Parts -
Updated May 15, 2002 - 9:23 PM

 

Doors

Entities

Topics

Tutorials

 

Multi-Section Door

Say you've got a two-part door, upper and lower.

Make one of the two parts, make it func_door, name it DoorTest or whatever.

Say it's the lower half -- set the func_door Direction flag to "down". Put the appropriate texture on this half.

Then make the upper half, make it a door, name it DoorTest, set the direction to "up", apply the texture.

Because they have the same name, they will activate simultaneously.

 

Altnerate Uses for Doors: When is a Door Not a Door ...?*

Keep in mind that "door" is a perceptual set -- func_door serves as a door in the game because you use the entity in a door-like way.

If you think about the func_door entity in different ways, you can invent some novel variations -- a lift, a retractable window, a statue that dances up and down.

See also


* "When it's ajar."
 

Doors From Other Entities

Another exercise in perceptual sets: make doors from entities other than Func_Door. These entities won't have the same functionality as Func_Door, and each must be approached on it's own terms. See also Moving Parts.

Func_Train works well for some kinds of doors -- for instance, a door that opens once, or that moves to several different position on cue.

Func_Rotate is another candidate for a door that moves to different positions on cue.

Func_Breakable doesn't open like a working door, but you can, of course, break it open. (For instance, in "Office Complex", where the zombie breaks out of the storage closet.)

Func_Wall_Toggle also doesn't open, it simply goes away (and comes back again) on command.

 

 
DOORS
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