| Note: This tutorial
assumes you already have the basics of a level, ie. a hollowed box and
a player start inside it. =]
For this tutorial we'll be
creating a door that will only open if you have the blue key.
Step 1:
| Ok, key activated
doors are a little complicated, so bare with me. =] You're going to need
a door to start of with, so go ahead and make that. I'm using the standard
Quake 2 door from the last tutorial. You can edit most of it's properties
to your liking except for spawnflags. Keep that blank, and give
the door a targetname. |
Step 2:
| Now, create
a brush that goes through the door, extending a little bit on each side,
make sure it covers the length of the door as well. It should look like
a bar, running across the door. Refer to the picture on the right for an
example. Texture it with the trigger texture and apply a Trigger\Multiple
entity to it. In it's properties, have it target the door. Give
it a targetname such as "dooract" and select triggered in
the spawnflags pulldown menu. This trigger is going to act as an
activator for the door. It will open the door rather than having the door
open itself. Though it sounds odd, there's a point for this which will
be discussed later. |
|
______________________________________Step
3:
|
|
Add a Trigger\Key
entity, just have it float near your door. In it's properties, have it
target the Trigger\Multiple from step two. Give it a targetname
and add a new item field, this is where you specify what key will
be needed to open the door. For it's value, put the string name of the
key required. A list of valid keys is listed below:
Keys
key_data_cd
key_power_cube
key_pyramid
key_data_spinner
key_pass
key_blue_key
key_red_key
key_commander_head
key_airstrike_target |
|
______________________________________Step
4:
|
|
Make a copy of the brush
made in step two, and past it into the level. Position it right below or
above the last brush having it go through the door like the other brush.
Refer to the picture on the left for an example. In it's properties have
it target the Trigger\Key made in step three and leave the targetname
field blank. |
Notes
| The reason
we created that brush in step two, is so the door would act normally after
it was unlocked. If that brush isn't there, the door will only open the
first time with the key. After that, it will no longer open, which probably
isn't how you want it to work. =] |
_
That's it! Go lock some
doors! |