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This tutorial was last updated on Feb 8, 2006.
Setup:

What I have here are filter_activator_team (named "filter"), trigger_multiple (named "trigger"), and func_door(named "door") entities and name these entities whatever you like. The func_door entity is inside the trigger_multiple by about 8 units and is a little thinner than the walls around it, about 4 units or so. After reading the tutorial you can decide how much space you want between your trigger and door.
Filter_activator_team
This entity will be what sees if the team trying to open the door is the team we want or not.
Use these outputs:
My output named: OnFail
Targets entities named: door
Via this input: Lock
With a parameter override of: none
My output named: OnPass
Targets entities named: door
Via this input: Unlock
With a parameter override of: none
What this does is set the door to be locked if the team doesn't match the critera set for the entity and to unlock the door if it passes this criteria.
Trigger_multiple
This entity will be when we determine which team the player is on. You don't want it too close to the door because there will be some delay when the player can open the door. There probably aren't any real bad reasons to have it far away from the door but it doesn't seem very tidy does it?
Use this output:
My output named: OnTrigger
Targets entities named: filter
Via this input: TestActivator
With a parameter override of: none
Triggers the filter to do its stuff and filter.
Func_door
This is our door. Obviously.
Use this output:
My output named: OnClose
Targets entities named: door
Via this input: Lock
With a parameter override of: none
Under the Flags tab check the 'Starts locked' option.
This makes sure that the door is locked when the map starts and that it locks itself when it closes.

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