Making a Secret Door using the trigger_multiple Entity
Author: Kasper Kivikataja (kz`Exodus)
Editor: Robert Engdahl (Egir) [Notes from the editor are
marked with square brackets]
This tutorial explains in detail how to make a secret door like the
one in cs_mice_final. The process is rather similar to making
a door that opens by a press of a button; in place of the func_button
we use a trigger_multiple as an invisible trigger --- when the player
touches the invisible trigger, it will cause door to open.
What We Will Need
(short version, follow the guide for further instructions)
| Item |
Value |
| Func_Door |
Name: door1 |
| Trigger_Multiple |
Target: door1 |
| Func_Illusionary |
- |
Making the Door
Start by making a wall; anything that has a hole in it. Select
the NULL texture, create a door (that fits in the hole) and
press Ctrl + T. Choose Func_Door from the drop down list and
give it the following values:
| Option name |
Value |
| Name: |
door1 |
| Delay before close: |
-1 (stay) |
| Angle: |
down |
You can find the Angle field in the Object Properties window for the
func_door. The Angle determines where the door slides to, and we want
it to go underground and stay there.
Making a func_illusionary Entity to Cover the Door (Making it More
Secret, Heh)
Now we need to make an exact copy of the func_door, except it
should be func_illusionary. The func_illusionary should be
placed inside the first door. Give the func_illusionary any
texture you want to. For example a texture similar to the wall as
illustrated in the picture below:
Remark: If you copy & paste func_door and
change it to func_illusionary, remember to clear the settings;
especially the name field because we dont want the func_illusionary to
move, or whatever it might want to do when triggered.
Making the Invisible Trigger
Now we have a door that closes and an illusionary that covers our
closing door, so all we need is a trigger_multiple: If you have
never used a trigger_multiple, there is no need to worry, because it
is quite simple to use.
Make a normal sized crate (for example, see the next picture) and
place it somewhere the player can reach. Make
it trigger_multiple by presssing Ctrl + T and give it the
following value:
| Option name |
Value |
| Target: |
door1 |
Trigger_multiple will be invisible so don't worry about the texture
[Originally the AAATrigger texture was meant for this purpose; it
makes it easier to spot entities that will be invisible ingame when
mapping]. You should think about what would be good place for the
invisible trigger --- maybe somewhere the player has to climb.

If you want to add more triggers --- meaning that the player has to
run through each and every one of them in any order --- simply create
another func_door (Name: Door2) and
another trigger_multiple (Target: Door2) and place "Door2"
inside your first door. [A cleaner approach would be to use a
multisource targetting a single func_door and have any number of
trigger_multiples targetting the multisource entity; that is what the
multisource entity is for]
You can also play with Func_door's Delay before close
times. Set this to 10 seconds and the door will stay open for 10
seconds after it was triggered --- the player would have to hurry. In
case you want to add such a delay, you should make a button inside the
secret room that opens the door(s) so players won't get stuck
inthere.
Congratulations
Now you have door that opens when triggered (by triggering I mean when
player touches your invisible box)

Conclusion
Secret rooms can be used on anything. You can place there weapons,
map by logo's, etc. Obviously adding more triggers makes it more
exciting, so remember that everytime you make new trigger, you DO NOT
need to make new illusionary.
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