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If it's a func_door_rotating, make sure the origin point is set correctly as if you were to rotate a door. If it's a prop_door_rotating, use the door01_left model as I know that has special properties to be a functional door. Any other model will result in the door rotating by its center mass.
If it's func_door, make sure in move direction, the door slides correctly based upon your 2d views, the top view, front, and side. Experiment direction and use values like 90, 180, 270, and etc (you may need to use some trig if you're trying for a specific diagonal angle).
Hope this helps.
I'll give you some examples for the move direction row, according to the top view in Hammer:
Move Direction (Pitch Yaw Roll): 0 0 0 - Moves to the right
Move Direction (Pitch Yaw Roll): 0 90 0 - Moves to the top
Move Direction (Pitch Yaw Roll): 0 180 0 - Moves to the left
Move Direction (Pitch Yaw Roll): 0 270 0 - Moves to the bottom
Move Direction (Pitch Yaw Roll): -90 0 0 - Moves up
Move Direction (Pitch Yaw Roll): 90 0 0 - Moves down
In game, when you stand in front of the doors:
1. Door will slide to the right
2. Door will slide forward, as if you were to push it.
3. Door will slide to the left.
4. Door will slide back towards you, as if it was trying to push you off.
5. Door will slide up, as if you were in a laboratory.
6. Door will slide down, as if a large solid gate would for an underground bunker.
Hope this helps.
https://www.youtube.com/watch?v=D8rlcXdAgrs
https://www.youtube.com/watch?v=jYiNIVGpMB8
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Chumbis19#1870