First you need two rooms which have to be connected.
Create a brush which shall be the door and right-click in the 2D and choose “func → func_door”:
Open the entity properties by pressing N.
You can now change the direction where the door will move to, the speed of the door and a lot of things more.
The door also needs a targetname to make the switch work.
key | value | description |
---|---|---|
angle | -1 | which direction the door will move to |
classname | func_door | entity-name |
closetarget | switch | which entity to fire when the door is closed |
soundSet | impdoor1 | the door will play this sound when moving |
target | switch | which entity to fire when the door opens |
targetname | door | the name of the door |
Build a simple switch out of some brushes and duplicate it.
Now texture one switch with a “on” texture (e.g. “imperial/switch_elevator_grn”) and the other one with a “off” texture (e.g. “imperial/switch_elevator_red”):
Make them both (but seperate) “func → func_usable” and add these keys and values to it:
“on” switch:
key | value |
---|---|
classname | func_usable |
spawnflags | 1 |
targetname | switch |
“off” switch:
key | value |
---|---|
classname | func_usable |
targetname | switch |
Then move them both together that they are at the exact same position. Be sure that you checked “Texture Lock” (or press SHIFT+T) before you move them!
Do the same thing at the other side to allow the player to open the door from each side.
Create a brush in front of the switch and cover it with the “system/trigger” texture.
Right-click in the 2D view and choose “trigger → trigger_multiple”.
Add the following keys and values:
key | value | description |
---|---|---|
angle | 360 | which angle to look at to be able to fire the trigger |
classname | trigger_multiple | entity-name |
noise | sound/movers/switches/switch1.mp3 | adds a specific sound to the switch |
spawnflags | 7 | … |
target | door | will use the door when triggered |
wait | 5 | only can be triggered each 5 seconds |
Again do the same thing with the other switch.
This is how it should look like in the end:
After that, you are done!