WiseDoorBreak: Breakable Door

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This tutorial was originally created by wisemx. It was originally posted on SDKnuts.net.

Introduction

In this project we are going to create a door that will function they way you would expect and can be destroyed.

Creation

The first thing is to determine the size of the door you need. With Prop doors, (Model doors), I place the door and then build the wall around it. This door allows us a bit more flexibility in that we need only be concerned with the player height/width and the appearance we desire.

Create a brush with the nodraw texture: 4 x 48 x 109 units (The wall is 4 units thick). Now let’s texture our brush based door.

Door faces: wood\wooddoor008a

Door edges: plaster\plasterwall012a

Use the Face Edit tool to apply any textures you like for your door. Some textures, filter with keyword “door”, have door handles and windows, of course these are not functional. You can create your own handle from small brushes, just for appearance. Now select the door and press Ctrl+T then convert your door to func_door_rotating. Give it a name, and check the Use Opens flag.

The hinge of your door is determined by the location of the origin.

Create another brush with the nodraw texture the same size as your door except for the width which will be one unit thicker than the door on both faces. 6 x 48 x 109 units. Tie this brush to func_breakable and move it so it covers your door. (The door will be inside of it.)

Set these properties:

  • Disable Shadows: Yes
  • Parent: door1
  • Prop Data: None
  • Strength: 90
  • Material Type: Wood
  • Disable Receiving Shadows: Yes

Now set these outputs for the func_breakable:

  My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnBreak door1 Kill 0.00 No
Io11.png OnUser1 door1 Toggle 0.00 No

This is but one method for creating a door that can be destroyed; I believe this may is best.

When the player presses the Use key our door will either open or close. If the door gets a lot of damage it will break apart and then it will be gone.

See also