Tutorial: Permanently locked doors Last edited 4 years ago2019-05-13 12:49:38 UTC

You are viewing an older revision of this wiki page. The current revision may be more detailed and up-to-date. Click here to see the current revision of this page.

Creating a fake locked door

See also: Tutorial: Doorsfunc_door

When creating a door that doesn't open in your map, it's a good idea to ensure that the player knows it's locked - usually by playing a "locked" sound when the door is touched. This is very simple to do but makes your map more interesting simply by being more engaging and interactive.

Even though your door will never open, you will still need to make it a func_door entity. See the links above for details on how to create doors. Remember that entities do not seal your map, so even if there's nothing behind your door you will need to add another brush to avoid causing a leak. The secret for a fake door is to set some properties: That's all there is to it! As long as you never trigger the door from another entity, giving the door a name will prevent it from being openable in any other way.

1 Comment

Commented 2 years ago2021-07-31 08:51:43 UTC Comment #103638
An alternative is to set the master to a multisource, and to make sure at least one entity (e.g. func_button) in an unreachable area targets the multisource. This way you don't have to name the doors. And you can see/sort/mark the locked doors in the entity report by filtering the master property to the name of the multisource.

You must log in to post a comment. You can login or register a new account.