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[TF2] Forcing doors open/removing them entirely?


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SephirothSG
SourceMod Donor
Join Date: Jun 2013
Old 01-12-2014 , 06:49   Re: [TF2] Forcing doors open/removing them entirely?
Reply With Quote #11

Quote:
Originally Posted by friagram View Post
Well, you could try modifying tf_filter_team entities, so the filters always fail, pretty much only doors/buttons use them. Likewise, you could just disable the trigger multiples multiples since mostly just doors use them. Its likely the origins of the triggers will be within say, 20-50 units of the door origins they are responsible for too. Unfortunately you cannot easily read inputs/outputs of entities in game.

Honestly, the easiest way would just be to throw them all in an adt array, and just send them open inputs every 0.1 seconds. Its hacky, but its always going to work, on any map... Just find them all on round start.
Just ended up using a timer to open/unlock them every 0.1 seconds haha. It works so that's a plus

Thanks again everyone

Last edited by SephirothSG; 01-12-2014 at 06:50.
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Mitchell
~lick~
Join Date: Mar 2010
Old 01-12-2014 , 11:48   Re: [TF2] Forcing doors open/removing them entirely?
Reply With Quote #12

Quote:
Originally Posted by SephirothSG View Post
Just ended up using a timer to open/unlock them every 0.1 seconds haha. It works so that's a plus

Thanks again everyone
Ew.. you need to find a better method. a timer is bad.
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Marcus_Brown001
AlliedModders Donor
Join Date: Nov 2012
Location: Illinois, United States
Old 01-12-2014 , 12:52   Re: [TF2] Forcing doors open/removing them entirely?
Reply With Quote #13

All you have to do is add one line for my suggestion ... Right after you open it, send the input lock. I don't play TF2 so I don't know if there are any differences in how things operate.
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