If your door is rotating toward you on both sides, swap the paths by resetting everything but rotating in the opposite directions and try again (so start with frame 0 at the center, but set frame 1 open the other way, frame 2 the same at center and frame 3 flipped).
As with all movers, after placing them, setting the frame points is simple, but the order may be confusing. You must set the frame number BEFORE you move it to where and how you want that frame to be. Say you place a mover/door. It is in frame 0. However you rotate it, or move it, that gets saved into frame 0. Now to create frame 1, go to Mover:KeyNum property (or the nice little right-click Mover:Key settings) at set the Key to 1. Now move it to where/how you want KeyNum 1 to be. Frame 1 is done. You can continue to mess with it, but it will only be saved you select another frame. So make frame 2, set it now, then move it into position, and so on.
Build all and make sure the paths connect to the door point. If your autodoor node complains about being inside the door, simply build the path nodes again and it should take. If your autodoor navigation point gets placed well below your doormover, this may be because you have terrain below the BSP under that door. You must turn off bAutoDoor
bMakeBuffer is by default set to true. This will cause a DoorBufferPoint to get automatically generated and linked to your door. This will help out multiple people at a time get through your door. This is good for doors on the outsides of buildings. Turn it off for buildings in doors if you don’t expect a lot of people going through them.
SplitMover: extends Actor::Mover
This is where the new DoorMover comes from. The SecondPathKeyNum says where the split path will start. If you set NumKeys in Mover to 8 and set SecondPathKeyNum to 4, you will have perfectly split all available points for your mover. So the first path will go from 0 to 3 and the second will go from 4 to 7.
The two paths are triggered based on what direction you hit the mover at. If it seems backwards, then swap the paths and try again.
Door: extends Actor::NavigationPoint
NOTE: Door only needs to be used if you have Mover:AI:bAutoDoor set to false. DoorMover.uc defaults this to true, so most of the time, you won’t need to screw with this.
This is not an actual door, but more of a door navigation point. The name is misleading. From now on I will try go call this a ‘door point’. These are to be placed inside of, or on either side of but very close to the mover you have as your physical door. I will call this your ‘door mover’. If you rebuild now, no pathnodes will connect through this door mover. First, you have to set your Events:Tag on your door mover. Set it to say, DoorMover1. Then inside your door point, under Door:DoorTag set that to DoorMover1. This links your door point to your door mover. Rebuilding geometry and paths will should cause the paths to connect through your door. If they aren’t connecting make sure you check the tag names, check the distance of your surrounding pathnodes (they must be within about 1200 units), and then lastly try moving around your door point a little, inside your door mover.
1: ‘above’ (these are top down views though)
2: ‘inside (these are top down views though)
3: ‘below’ (these are top down views though)