Swinging doors are a nice touch when a blocker happens to be a door. What happens is, when purchased, the door will swing on a hinge axis instead of just disappearing or flying away.
First you must create the door in Radiant. A swinging door blocker consists of these items:
Select the trigger_use brush(es) and give them the following KVP's:
script_noteworthyand replace "<value> with "electric_door" (*quotes included!).
zombie_costkey and replace '<any number>' with a numerical value.
Select the door script_brushmodel(s) or script_model(s) and give them the following KVP's:
script_stringkey and replace '<door_type>' with "move" (*quotes included!).
script_soundkey and replace '<soundalias>' with a valid soundalias name.
script_transition_timekey and replace '<any_number>' with a numerical value (measured in seconds).
Select the clip script_brushmodel(s) and give them the following KVP:
Now that you have created all of the necessary items and given them the correct KVP's, it is time to link the items together using targeting.
In this case, the root entity is the trigger_use. If you have more than one trigger_use, just pick one to link all entities to. Later we will include the remaining trigger_use's.
The children of the trigger_use are the clip(s) and door model(s). Link them to the root entity using the instructions above.
Once you have linked all the entities to the root trigger_use, copy the target KVP from the root trigger_use to each of the remaining trigger_use's. The lines should now be going from all trigger_use's.
Now that you have created one working zombie_door blocker, you can copy/paste it as many times as you want. Since we used targeting, the targetnames of the children are dynamic and will be regernerated for every copy. If you used multiple trigger_use's, you will need to manually edit the target KVPs for every copy, just as you did in section 1.3. Be sure to update the script_flag value if you copy the doors for a new zone volume.
The UGX Modtools Patch has a developer HUD which will help you identify script errors that may be preventing the doors from working. If after following this guide the doors do not work:
Now you should see "UGX Modtools Patch Developer Help Center" on the left side of your screen. It will list any errors it could identify. If nothing listed is relevant to the doors, then you need to re-read the guide and find your mistake manually. Be meticulous!