func_door doesn't respect lock states #8
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func_door (and rotating) can have a "locked" state set, causing them to emit "locked" sounds when touched and the ablity to be unlocked via entity logic.
An example you can test this is on HDSciSub, a lot of doors are locked, including the one in the stall.
What needs to be done:
On HDSciSub, the bathroom func_door has "wait 0" resulting in it starting opened and never closing
The fields in questions:
FUNC_DOOR:
targetname < used by trigger_auto
locked_sound
0 = None
2 = Access Denied
8 = Small Zap
10 = Buzz
11 = Buzz Off
12 = Latched Locked
(yes it really is setup like this)
unlocked_sound
0 = None
1 = Big zap & Warmup
3 = Acess Granted
4 = Quick Combolock
5 = Power Deadbolt 1
6 = Power Deadbolt 2
7 = Plunger
8 = Small Zap
9 = Keycard Sound
10 = Buzz
13 = Latch Unlocked
locked_sentence
unlocked_sentence
TRIGGER_AUTO:
target < the door
globalstate = lock < the field and the entry that locks the door
triggerstate = 1