something you could try is creating an action that sets the door unpassable all the time, like:
action door_solid
{
while(1)
{
my.passable = off;
wait(1);
}
}
and then see what happens.
you can also create a map entity, place that at the door's position, and make it invisible.
also, you can check(if the door is a model) if all normals are facing outside. in this case the shading wouldn't be good either, so it is easy to recognize.
I hope that one of the workarounds helps
Last edited by Roel; 04/12/10 14:25.