One Way Doors Question Created 16 years ago2007-08-11 15:05:11 UTC by jolt459 jolt459

Created 16 years ago2007-08-11 15:05:11 UTC by jolt459 jolt459

Posted 16 years ago2007-08-11 15:05:11 UTC Post #231856
I know how to create doors, it's no problem for me but I was looking at the tutorial on the site and I noticed "One Way Doors". This is perfect for a new Counter-Strike 1.6 map I am designing where there is a door in the front of a warehouse, which I wanted to be locked on the outside, but unlocked on the inside. I didn't know how to do this, and then I saw the Flag "One Way". But the problem is, how do I make it unlocked on the side I want. It just says "One way", well what way is it going to open? Excuse me if this has been discussed or there is even a tutorial, I couldn't find any info on it.
Posted 16 years ago2007-08-11 15:20:44 UTC Post #231860
Well, I'm sure there is a better way, but maybe you could try rotating the door brush 180 degrees, making it reverse everything.

You'd do that by selecting it and pressing ctrl+M and rotating the z axis 180 degrees (I'm pretty sure that would be the axis you'd want)

I would think that would work....
Posted 16 years ago2007-08-11 15:25:23 UTC Post #231862
Well one way doors only open in one direction. If one way flag was not ticked, the door would open according to the side of the door the player was on.

So by ticking the one way only flag, it goes by the degree property that you set.

SO if you set it at 90degrees, it will (according to the z-axis view(straight down)) rotate counter-clockwise
And with a -90 degrees rotation it will go clockwise.

And will go that way no matter which side its on.

As for locking the door, you can just use a trigger once on the other side of the door to lock it.

User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-08-11 15:32:09 UTC Post #231863
I'm sure there is a better way
Well, I was right about one thing ;)
Posted 16 years ago2007-08-11 15:50:30 UTC Post #231864
Name the door, to lock it, and put a trigger_multiple that targets the door on the side of the door that you want to be able to enter.
Posted 16 years ago2007-08-11 15:51:44 UTC Post #231865
Wow that was a helpful and speedy reply Tetsu0. Maybe this will be my new place for asking questions! :D
Posted 16 years ago2007-08-11 16:05:06 UTC Post #231867
Eh by the way, how do you LOCK the door with out it being openable no matter what?
Posted 16 years ago2007-08-11 16:08:33 UTC Post #231868
Trigger it.
Posted 16 years ago2007-08-11 16:10:17 UTC Post #231869
Well with like a button? and then hide the button somewhere?
Posted 16 years ago2007-08-11 16:22:13 UTC Post #231870
have the button on the inside of the warehouse that triggers the door and so the outside players cant reach the button, just set a timer on the door to close

or you can put a trigger_multiple in front of the door on the inside so when someone stands on it the door opens
Posted 16 years ago2007-08-11 16:31:14 UTC Post #231872
Okay thanks guys. But something totally new, how do I make a texture 0 Units thick, I try to make it 0 units thick but the smallest it can go is 1 unit. I could do this in hammer 3.4 but when I upgraded to 3.5 I could no longer do it.
Posted 16 years ago2007-08-11 16:32:11 UTC Post #231873
If you don't want it to open period, just give the door a name. if you want it to be locked but openable form one side, put a trigger_multiple on that side.
Posted 16 years ago2007-08-11 16:43:08 UTC Post #231874
Ohh okay World Crafter that's what I thought but I wasn't sure. Thanks.

could you look at my other question too? Thanks.
Posted 16 years ago2007-08-11 17:01:44 UTC Post #231875
You can't make brushes thinner than 1 unit, its been the rule since WorldCraft first came out. You said you did it in 3.4, but that is not possible so i believe you somehow THOUGHT you got a 0 unit thick brush. When you try to make a brush with a 0 unit thickness, Hammer will give you a message saying "This brush is empty".

So... 1 unit thick is the minimum.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-08-11 20:11:55 UTC Post #231895
Ehh, for the texture thing, just use the decal tool, or the "infodecal" entity. You can spray decals easily with the tool, but if you need it in a very precise place you might want to use the entity.

Is that what you meant?
Posted 16 years ago2007-08-11 21:07:40 UTC Post #231900
In addition to sheepdog;

Use the tool that on the left panel. Looks like a box with a target on it.
Decals start with the "{" character, and have a white background with a monotone appearance.

Here's another example just because i like posting pictures.

[img=http://img480.imageshack.us/img480/1327/untitledav3.th.jpg]
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-08-11 22:21:16 UTC Post #231915
I was going to mention the decal textures, but what he was talking about it seemed he had a specific texture in mind he wanted to use.
Posted 16 years ago2007-08-12 02:27:55 UTC Post #231922
jolt459 im not sure if this is what you mean but see if it helps

http://twhl.co.za/mapvault_map.php?id=2067
Posted 16 years ago2007-08-12 11:09:09 UTC Post #231932
I was just wondering how in de_nuke or cs_assault, there are those trusses at the top of the building. You can walk through them so they're func_illusionary, but when you look at them sideways, you see through them! Maybe there just 1 unit thick and they added a blue texture to the sides?
Posted 16 years ago2007-08-12 11:15:25 UTC Post #231933
They have the {blue texture on their sides. This texture isn't rendered if the object's render mode is Solid.
Daubster DaubsterVault Dweller
Posted 16 years ago2007-08-12 16:12:34 UTC Post #231946
If it helps any more, things like that are made from the textures that have some transparent peices in them (the solid blue). If there is one of those you like and want to use, then you can make the func_illusionary and to make it transparent you just set Render Mode to solid, and FX Amount to 255.
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