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Physics Door
From HalfLife 2 Knowledge Base
Contents |
Making the Door
First you need to create two hollowed out rooms next to each other that are ready to be connected. Next make a hallway that connects the two. After you have the two rooms and the hallway you need to create a door brush that is 56 units wide by 112 units high. Make sure it is the width of the wall you want the door to be on. Next you need to move the wall so it is inside the wall you want the door in and where you want the door on the wall. Only if your door is rectangular, Right-Click the door and hit carve. This will cut out the door from the wall it is inside allowing you to create the door there. Now create another brush with size 48 units wide by 108 units high and and make it the same depth as the first door brush. Move the second brush so its centered in the lengthwise in the third, but to the ground heightwise and use carve again. Now readjust the depth of the door brush so its not as thick. You now have the door frame and the door itself.
Making Connections
Now you need to make the connections from the door to the door frame. The way we are doing this is using phys_hinges. A phys_hinge is a type of physics connection that allows the two objects to only pivot around the hinge axis, which you define. You will need to place two of these. One for the bottom of the door and one for the top. Next you will need to tie the door frame to a entity and set it to func_brush. Give it the name door_frame. Next tie the door to an entity and set it to a func_physbox. Give it the name door. Now you need to give the hinges names. Name the top one, tophinge and the bottom one, bottomhinge. For their properties you need to set the Entity 1 to the door and set Entity 2 to the door_frame.
EXTRA FEATURE [If you want the door to be able to be blown off by physics objects launched fast at the door then you can use 'Force limit to break' set around 2500 to allow that.] END EXTRA FEATURE
Set friction to about 3.0 to make it act like a real door. For hinge axis exit the properties veiw and select each hinge and you should see a white cirlce, pull that circle up or down along the door to allow the door to pivot around that white line. Do that for both hinges. Your door is finished but here are some extra features to spice it up.
Extra Features
Shootable Hinges
To make shootable hinges you will need to design brush representations of the hinges. Once finished designing your brush hinge stand-in, right-click it and select 'tie to entity' and make it a func_breakable. You can change the different options as you see fit. Now go into Outputs tab and make a new one. Make 'my output' OnBreak, make the target entity either top_hinge or bottom_hinge depending on which hinge stand-in you are editing. For via this input set it to Break. Also check for it to fire only once. Do this for both hinges. Now compile your map. And shoot or chop your hinges and they should break and the door should dislodge accordingly.
Shootable Lock
To make a shootable lock you will need to add a new entity called phys_constraint. Place this enitity where you would find the lock of a door to be. You will probably need to make the wall closest to it a func_brush liket the hinge wall. Now for attachments make it the door and the new wall(func_brush). Now make a new lock representation identical to the hinge representation(you can change its appearance.) For outputs have ..OnBreak...Target: phys_constraint...Input: Break...Fire Only Once(checked). Now you got a breakable lock.
Door Handles
If you want to add door handles to your door, creat two prop_dynamic_overrides and for the world model choose the door handle you like best, then move the door handles to the appropriate spots on the door. Under the parent option of the handles set it to the door. And voila you got door handles.

