Can anyone help me out with setting up a Door that is lockable by means of a switch? (example: Player opens door from outside, walks in room, hits a switch, door cannot open until switch is hit again). I've seen this before on maps but haven't figured it out yet... Thanx.
(update)Oops, i am sorry, I didnt notice that lockable doors link in the 'locked doors' Topic, I just read the first few posts of how he wanted a LOCKED door , my bad.
New question i guess...
How do you rotate the Spawn points so that they face a different way when the players spawn?
.:c|H|EE|TO|H|s|:.
Need a thorough map tester? Shine the Cheetohs signal!
Cheetohs wrote:How do you rotate the Spawn points so that they face a different way when the players spawn?
Select the info_playerstart (or any other), press 'n', in the Entity window choose a different angle here: The numbers are the angle in the top view (XY-view) or enter a key/value of angle/### in the lines above.
After doing that 'lockable doors' tut from this site, it didnt work the way i wanted it to. What i want is a visible switch (static_item_switch1) that when you click on the switch it LOCKS the door and will not open until that same switch is pressed again.
When I did the 'lockable doors tut' (maybe i did something wrong?) but anyhoo, the doors wouldnt actually lock. It just worked as a sliding Door with a 'Trigger_use' opener. The door would open from the outside and inside.
Can anyone please help me rig up the working switch? THanx.
.:c|H|EE|TO|H|s|:.
Need a thorough map tester? Shine the Cheetohs signal!
Turns out that all doors have built-in locks. If the door has a targetname, you can command it to "lock" or "unlock" in the script. A door that has been locked by the script will automattically play the locked sound (locked wooden door sound) when a player tries to open it.
$door1 lock
$door1 unlock
I made a tutorial map and script for it. The doors start locked, and I included animated switches to unlock/relock them. I added a metal locked sound to the doors--using a "sound_locked" key/value. The zip contains a playable pk3, the .map file, and a text version of the script.