View Full Version : func_door touch field
03-15-2003, 09:36 AM
I've got a problem with one of the doors in my map. There's a small room with only one opening. When you get in that room and stand a couple of seconds the door tries to close but since the touch field (, I believe that's what they call it...) is too big the door just quickly plays soundstart through soundstop and keeps doing that until you step out of this kind of motion sensor field. And out of that field means in the very corner of the room or outside. So is there any way I can change the touch field or do you suggest making a func_button? (it's a multiplayer map)
03-15-2003, 12:12 PM
You could make a triger_multiple on both sides of the door. Then target both triggers too the door. If you don't set the "use" option then they still work as “touch fields”. This way you determine the size of the touch field by sizing your trigger.
Alternately you could set the trigger_multiple on the inside of your little room to only work when the player hits the use button. I did this in a very small room because I wanted people to be trapped in there fighting until someone won (or they took the time to stop and hit use.)
03-15-2003, 12:34 PM
03-15-2003, 12:58 PM
Originally posted by ioshee
You could make a triger_multiple on both sides of the door. Then target both triggers too the door.
I would make ONE trigger_multiple that extends on either side of the door. If you make two, then you will walk into the first trigger, the door will open, and on your way out you will pass through the second trigger, causing the door to be triggered again. If you just make one trigger, and give it a wait key that's longer than the wait of the door, then you don't have to worry abou this.
03-15-2003, 02:56 PM
Originally posted by wedge2211
...If you make two, then you will walk into the first trigger, the door will open, and on your way out you will pass through the second trigger, causing the door to be triggered again...
That's why you are the master and I am the apprentice:D
Wedge, do you mean the second trigger would cause the door to close again as soon as you hit it, or just re-trigger the open?
The only reason I used two trigger_multiples was because I wanted the door to be opened with the use key and make the player face the door to do it.
I do see your point if you are not going to open the door with the "use" button though:)
03-15-2003, 04:47 PM
You know, I'm not sure what would happen off the top of my head. It might close on you as you pass through, or it might do nothing, or it might just try to open again. In any case, I think one trigger brush is better than two, it's just more efficient. :)
ALTHOUGH, you are right, if you want to check the use_button flag, then you need two triggers since there will be two different angles involved. Also, walking through the second trigger wouldn't be a problem, as you would have to turn around and face the door, then press use to cause it to fire its triggers.
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