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Force func_door to move


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Sn!ff3r
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Join Date: Aug 2007
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Old 08-20-2009 , 17:37   Force func_door to move
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As title, I need to force all func_door doors to move, like closed rooms in jail maps.

How to do it?

I know I can use ham_use to force press all buttons on the map to open the doors, but this is really... lame.
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Last edited by Sn!ff3r; 08-20-2009 at 19:36.
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xPaw
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Old 08-20-2009 , 17:40   Re: Force func_door_rotating to move
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force_use ?
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Alka
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Old 08-20-2009 , 17:45   Re: Force func_door_rotating to move
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Quote:
Originally Posted by Valve Developer Community
func_door_rotating KeyValues:
  • Flags
1 : Starts Open - This door spawns open.
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xPaw
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Old 08-20-2009 , 17:50   Re: Force func_door_rotating to move
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@Alka: that doesnt make sense, he just wants to open door
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Sn!ff3r
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Old 08-20-2009 , 18:05   Re: Force func_door_rotating to move
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Oh, I really nevermind about engine module. I'll try it.
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Exolent[jNr]
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Old 08-20-2009 , 18:10   Re: Force func_door_rotating to move
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Don't have to use engine.
Could've used DLLFunc_Use.
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Sn!ff3r
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Old 08-20-2009 , 18:17   Re: Force func_door_rotating to move
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Oh, thanks. But not works... because to open this door I must press button, not use this door. Any suggestions?
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Exolent[jNr]
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Old 08-20-2009 , 18:18   Re: Force func_door_rotating to move
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force use the button. lol
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Bad_Bud
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Old 08-20-2009 , 18:31   Re: Force func_door_rotating to move
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You can force use the button or the door, just make sure you get the door's entityid. It works regardless of being tied to the button, because the button is tied to the door, not the other way around. A door has no idea if a button could open it or not (buttons have a target field, but it's not like a door has a "targetted by" field) -- I'm pretty sure a button is just a shotcut to a force_use (button uses door) within the half-life engine.
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Exolent[jNr]
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Old 08-20-2009 , 18:40   Re: Force func_door_rotating to move
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Quote:
Originally Posted by Bad_Bud View Post
You can force use the button or the door, just make sure you get the door's entityid. It works regardless of being tied to the button, because the button is tied to the door, not the other way around. A door has no idea if a button could open it or not (buttons have a target field, but it's not like a door has a "targetted by" field) -- I'm pretty sure a button is just a shotcut to a force_use (button uses door) within the half-life engine.
All entities have a "targetname" field which is the targetted entity's unique name that is used in the targeting entity's "target" field.
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