The Ship Basics: Rooms
Jump to navigation
Jump to search
Note:For the sake of this article,
Note:For the sake of this article,

@
represents a deck letter.
#
represents a number.- Fill the room with a brush with material
tools/toolsshiproom
Note:If the room has an odd shape, either use multiple room entities or bind multiple brushes to the same entity; it's your call.
- Select the brush and make it a ship_trigger_room
- Set its Name as Deck_@_Corridor_# or something to that extent
Note:No targetname is needed for a room that will not have a security camera or any other entity targeting it.
- If you'd like to fine players for trespassing, set the Trespass Sentence and Trespass Fine keyvalues
- Change the Room Deck, Room Number, Room Name, and Room Type to correspond to the room you are making
- Set its Name as Deck_@_Corridor_# or something to that extent