Talk:Func door rotating: Difference between revisions

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:* when the door is open/opening and can be manually closed</blockquote>
:* when the door is open/opening and can be manually closed</blockquote>
:--[[user:TomEdwards|TomEdwards]] 11:00, 29 July 2009 (UTC)
:--[[user:TomEdwards|TomEdwards]] 11:00, 29 July 2009 (UTC)
==New func_door?==
There is a flag called "<code>New func_door +USE rules (NOT for prop_doors!!)</code>". But it seems this is obsolete since it already functions like a "New func_door" already. --[[User:Mandrew|Mandrew]] ([[User talk:Mandrew|talk]]) 19:37, 9 September 2019 (UTC)

Latest revision as of 12:38, 9 September 2019

Hey, does anyone out there know if func_door_rotating's OnOpen output is fired only when the door is really going to open, or even when the door is locked too? --Invader Zim

When the Open input has been fired? -ts2do
I mean if a player +USE's the door, will it fire an OnOpen output even if its locked? --Invader Zim
pretty easy to test no? just add it to a testmap, have the open output trigger something and lock the door. otherwise you have to add a filter what checks if the door is unlocked and open and fire a output, but I don't have expirience with those entity's.--Bluestrike 09:49, 25 Sep 2006 (PDT)

y axis

will the Y axis make my door rotate upwards? game4ever

yep or downwards, check reverse dir alltough I believe the default is upwards. Currently there is a bug tho what makes the entity rotate around when using the latest source engine (sdkbase)

New func_door +USE rules flag

Anyone know what this flag does? Its full name is 'New func_door +USE rules (NOT for prop_doors!!)' --Horizord 00:33, 29 July 2009 (UTC)

Source code says:

New behavior: If not ready to be used, ignore "use" command. Allow use in these cases:

  • when the door is closed/closing
  • when the door is open/opening and can be manually closed
--TomEdwards 11:00, 29 July 2009 (UTC)