Talk:TF2/Team-Specific Doors

From Valve Developer Community
Jump to: navigation, search

Opaque tools/nodraw material

After placing the func_door brush-based entity and applying the tools/toolsnodraw material, I can no longer see the prop_dynamic and its door model in the 3D view, and it becomes difficult to select in any view. I want to tweak the position of the prop_dynamic so it meets the floor evenly, but I can't easily see it to do so. Is there some advice for this? Can the tools/toolsnodraw material be made opaque like the tools/toolstrigger material? If so, this may be a useful tip to add to the article. --TaviRider 15:14, 4 Sep 2008 (PDT)

func_nobuild

After following this tutorial, I found that engineers could build right in the middle of the door. Proximity to the func_respawnroom wasn't sufficient. Perhaps this article should describe adding an appropriate func_nobuild entity to prevent odd-looking engineer structures? --TaviRider 15:36, 4 Sep 2008 (PDT)

Indeed.--Gear 18:45, 4 Sep 2008 (PDT)

Dead download link

The download link for the demo map leads to a 404.

also having this issue, there is no input named "close" on the func_door???

there is no input named close.

--Starhorder (talk) 11:42, 26 May 2024 (PDT)

of course as soon as i posted it, i found a solution on my own. I gave the trigger_multiple entity its own name (in this case, blu_spawn2_logic and that resolved that situation.

the download link still leads to a 404, however.--Starhorder (talk) 12:04, 26 May 2024 (PDT)