func_door observations Created 14 years ago2010-01-28 20:20:28 UTC by DiscoStu DiscoStu

Created 14 years ago2010-01-28 20:20:28 UTC by DiscoStu DiscoStu

Posted 14 years ago2010-01-28 20:20:28 UTC Post #278517
After a little research I found out the following about the func_door's properties:

target triggers its target every time the door stops moving, regardless it's opening or closing. Therefore it is triggered twice in a door's moving cycle, once on open and once on close.

fire on close triggers its target only after the door has finished closing.

Neither property disables the other one, so if both are set, when the door closes both will be triggered.

However, there doesn't appear to be a "fire on open" (the opposite of "fire on close", triggered only when the door opens).

The point of this research is to find out whether I can use these triggers to make a door play a custom sound instead of the default ones. As this research shows, it cannot be done without the aid of trigger_multiples.

Where was I going?

...

Oh right. Is there an easy way to do that besides this?

Also, is there a way to make a func_door close completely even if a player is blocking its path? Because as far as I know, even if damage is set to 10000, as soon as it kills the player it will return to its previous position.

Thanks!
Posted 14 years ago2010-01-30 20:06:52 UTC Post #278543
Okay, there is no 'normal' way to 'trigger on open'. You would have to set up a complex set of entities, which I can't think of right now, but maybe involving a trigger brush around the door and a timer.

As for the door always closing, you need to set the flag 'Toggle'. This will force the door to close, however, it also means the door won't close without being triggered. So you have a bit of a sticky situation here.
Posted 14 years ago2010-01-30 20:58:14 UTC Post #278547
Alright, so basically the only way to make a door play a custom sound would involve trigger_multiples like I said.

So the way would be to trigger the door AND the ambient_generic with the trigger_multiple (multimanager I suppose), and have the door trigger the ambient_generic with its own target field so it stops along with the door.

And the same multimanager has to repeat the process after a certain delay so the door closes with the custom sound too.

This is, of course, the setup I had in mind when I first posted. Hence I asked if anyone knew of another way.

Thanks hotdog.

Ideas on the kill question anyone?
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