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  #1  
Old 07-26-2012, 09:20 AM
BulletSponge2k Offline
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Join Date: Jul 2012
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Default Making a door that can be...

Hello all,

I am working on designing a map. I was wondering if there is a way to make a door that can be opened by humans but not by zombies? Sorry if this is a duplicate post I tried searching and didn't find anything exactly matching this question.

Thanks,
BulletSponge2k
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  #2  
Old 07-26-2012, 10:00 AM
Sammy-ROCK! Offline

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I'm pretty sure you can use filters for that
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  #3  
Old 07-26-2012, 10:04 AM
BulletSponge2k Offline
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Brand new to map making I have most of the design features down but I am unsure what you mean.
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  #4  
Old 07-26-2012, 10:17 AM
BulletSponge2k Offline
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Just to give a little more I am building a hotel map with a handful of different rooms. I want the doors to be able to be opened by survivors if not barricaded by another and not able to be opened by zombies yet still destructible. I know how to setup up everything but to not allow zombies to open them. My theory being even if there isn't someone hiding in that room the zombies will still have to break the door down to find out. To delay time since it will be a ups map.
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  #5  
Old 07-26-2012, 10:18 AM
BulletSponge2k Offline
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Meant zps*
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  #6  
Old 07-26-2012, 11:11 AM
BulletSponge2k Offline
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Any help from a knowledgeable map maker would be appreciated.

Thank you,
BulletSponge2k
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  #7  
Old 07-26-2012, 12:05 PM
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braddollar Offline
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This is what Sammy was talking about, filters. That will give you the general idea of how to use filters, and the filter entity you would want to use for this would be filter_activator_team.

The unfortunate thing is that there's not actually a filter field on the door entities though. Even turning off SmartEdit and adding the filtername field manually, it doesn't appear to work. Though it's possible I'm just missing something and somebody else may know of another way to do this.

Assuming it's not possible to get the filter field working on doors, the alternative solution I would take is to make a brush that is roughly the size of the door, one unit wider on each side, and apply a NoDraw texture. Tie this brush to a func_button and you will have a key value on the func_button for Only Allow Team. Just set this to the team you want to allow to press the button. Then put an output on the button to open up the door.

Hope that helps, and hopefully if I'm wrong about the filter on the actual door entity somebody will come along and correct me.
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  #8  
Old 07-27-2012, 10:34 PM
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Ratboy601 Offline
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I would do exactly as braddollar says regarding the button and the door (use a func_door_rotating, unless you want the door to slide side to side, up or down, then use func_door). Also, just want to add that you should set the "parent" keyvalue in the func_buttons properties to the name of the door(so give the door a name if you haven't), so that the button moves with the door, also you'll want to set the flags for the door so that it has no collision, i.e. "door non-solid to players" make sure there's a check mark next to it.

This is unfortunately an expensive way to do scripting because doors and buttons will rack up your entdata like there's no tomorrow (any more than 150% is dangerously close to making your map unstable). But if you're just starting out, then you can really only learn these things the hard way. Just make your vision as close to a reality as possible, and cross your fingers. Good luck!
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  #9  
Old 08-08-2012, 12:28 PM
BulletSponge2k Offline
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Hello guys I tried to do a quick work around just setting the hp of the door so if furniture were in front of it it wouldn't open but it could be broken down. The problem I am having is that no matter what I set the hp to for the door it can't be broken down. Any suggestions?
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  #10  
Old 08-08-2012, 12:40 PM
BulletSponge2k Offline
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Is this a known error or something I am doing wrong? If this entire idea is rubish does someone just have a tutorial for making physics doors that can just be hit or pushed open?
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