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making doors unlock with keys in maps.

A Forum Thread for Half-Life 2

hi, ive been taking notice of some maps out in some mods and other source powered games where they have created a brush based key system to unlock doors among other things, i have noticed Garry's mod scary maps are one of these games, though i may have seen them in others. i went searching for a mapping tutorial to make something like this function in the source engine, but the only tutorials i have found are made for the GoldSrc (hl1) engine, i would largely think its the same but not 100% sure since alot of entities that were present in GoldSrc were made redundant in Source, can anyone share some insight?

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  • 3y
    Devieus avatar
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    `func_door` entities can be locked/unlocked with a trigger input, so it can be unlocked much more spectacular than after picking up a simple key, it can be after the push of a button or after a bossfight. I thought this was pretty obvious just looking at the door's properties.
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    Mantra
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  • 3y
    kin37ik avatar
    kin37ik Joined 6y ago
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    > **Posted by Devieus** > > `func_door` entities can be locked/unlocked with a trigger input, so it can be unlocked much more spectacular than after picking up a simple key, it can be after the push of a button or after a bossfight. I thought this was pretty obvious just looking at the door's properties. ahh, i wasnt quite meaning like that, i was thinking of having a key, then having to pick it up with the Use key, then actually having to take it to the lock to unlock the door, sorry i should have been a bit clearer in that regard.
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  • 3y
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    > **Posted by kin37ik** > ahh, i wasnt quite meaning like that, i was thinking of having a key, then having to pick it up with the Use key, then actually having to take it to the lock to unlock the door, sorry i should have been a bit clearer in that regard. Ok, do so: make the key func door. Check the **Use Opens** flag, but uncheck the **Touch Opens** one. When you pick it up (E) it will open but it won't act as a door. Make output "OnOpen" "(your_door_name)" to "Unlock" (in order to make the door openable since you have the key) Then "OnOpen" "!self" to "kill" (the key will disappear, as if you just picked it up) And so you can make a door openable only when you have the key, via ouputs (they are very useful).
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    Mantra
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  • 3y
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    > **Posted by kin37ik** > > > **Posted by Devieus** > > > > `func_door` entities can be locked/unlocked with a trigger input, so it can be unlocked much more spectacular than after picking up a simple key, it can be after the push of a button or after a bossfight. I thought this was pretty obvious just looking at the door's properties. > > ahh, i wasnt quite meaning like that, i was thinking of having a key, then having to pick it up with the Use key, then actually having to take it to the lock to unlock the door, sorry i should have been a bit clearer in that regard. Right, well that exact thing happens in Half-Life 2 with the batteries, opening a barrier on highway 17, that would require a `prop_physics` or a `func_physbox` and a `trigger_teleport` with a `filter_activator_name` to match the key. The teleporter teleports the key to the right place and position when the key is 'close enough' using an `info_target` or `point_teleport`, as well as fire an output when it teleports (onTrigger, maybe) to open/unlock the door.
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    Mantra
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