Talk:Func door

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Vertical sliding door

I am trying to create a sliding door for a map. I have the func_door entity as well as the prop_dynamic entity with my chosen skin. I can get it to slide sideways, but for my map, I want it to slide vertically. Do I need to change the func_door entity to another one? Please email me at if you reply. Thank you. Unsigned comment added by IronCrux0 (talkcontribs). Please use four tildes (~~~~) to sign your username.

I'll respond here so everyone can see it, you just need to alter your "Angles" property so that it points in the direction you want the door to move and it will move that way. --Angry Beaver 16:33, 26 Feb 2007 (PST)
In particular, there is a dropdown list on the Angles/Move Direction propery which you can set to Up to make it go up. --Daedalus 20:02, 26 Feb 2007 (PST)
Ah, yes, I saw that and was on my way back here to say "nevermind", but apparently, I am to slow for that.... Pity. Oh well. Thank you for your help.
But this way, if someone else is wanting to know the same question, it's here and answered for them :) Nothing is wasted, never fret! --Daedalus 17:00, 27 Feb 2007 (PST)

Solid sliding doors

I'd like to have two sliding doors slide in from the same direction, but if the foremost of them are blocked, like when a player is trying to be funny by standing in the door way, the second one behind it will slide into the first. This is because func_doors are (at least partly) non-solid to both other func_doors and world brushes, to facilite them sliding into solid walls. Parenting solid func_physboxes or func_brushes to them doesn't work either, because then that entity becomes non-solid too. Is there any easy (non-programming) way to get sliding doors to collide with eachother? --Andreasen 17:48, 27 Sep 2007 (PDT)

You might want to look into logic_mirror_movement...not sure if it can do what you want, but it may help...otherwise you can think about using an invisible solid wall to block door blockers or a new kind of door or something simpler...—ts2do 21:16, 28 Sep 2007 (PDT)
I'm not sure you understand the concept. I wish I had the figure illustrating this, but I lost the link. First off, logic_mirror_movement doesn't work without having to enable Episode One content, and I want my map to be able to work without those. Secondly, I'm not looking to mirror the exact movement, because the first door will slide (at least) twice the distance of the second door, moving at the exact same pace (following the first, like a sort of sectioned garage door). Thus any door blocker would have to be parented to the door to mimic its exact moment, unfortunately making it passable. It looks like "wall trains" (or any multisectioned trains for that matter, whether they use func_doors or func_tracktrains) can not be designed to be blocked, using the Source engine (unless you are able to design a prop or program a new entity) which is sad, because wall trains (that stack into the same wall compartment) look like the future in sliding door design. --Andreasen 06:27, 29 Sep 2007 (PDT)


Hello. how to properly use OnLockedUse: func_button1 Outputs{OnDamage func_door1 Lock} , func_door1 Outputs:{OnLockedUse env_beam1 Toggle} --- not working

Strange door offset

For some reason apon testing my sliding door it was in totally the wrong position, it was in the middle of the room it was on tilted and blocking the way. Before this happened I had a problem with hammer adding another un-editable "angle" field when I used the "point at..." button to get an idea of the direction I needed to set. I think its fixed now but can somebody tell me what the directions are for top down? Also is it correct to use the origin to set where its going to go? --Newe6000 20:45, 20 December 2011 (PST)

Dont reply, I fixed it. --Newe6000 23:01, 20 December 2011 (PST)


The Lip keyvalue isn't deprecated insofar as I know. I use it and it does what it is intended to. However, I don't want to just edit the page without either someone else validating or whomever found it to be so explaining.
Sage J. Fox 22:05, 18 March 2012 (PDT)