Just a quick question, how do I make a door that is locked, and plays the locked sound?
I guess that I do not add the func_rotatingdoor to the door/hinge entities to stop it opening, but is that all.
Locked door with sound
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6thDLI-Quantum
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Locked door with sound
[6th-DLI]Quantum
In the land of the blind, the one-eyed man is King.
In the land of the blind, the one-eyed man is King.
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6thDLI-Quantum
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It's not quite what I am looking for. That tutorial allows the doors to be locked and unlocked during the game. I need mine to remain locked, but to play the locked sound.
It's really the sound thing that I am struggling with. I could set up a trigger to play the sound when someone goes near the door, but that isn't realistic.
It's really the sound thing that I am struggling with. I could set up a trigger to play the sound when someone goes near the door, but that isn't realistic.
[6th-DLI]Quantum
In the land of the blind, the one-eyed man is King.
In the land of the blind, the one-eyed man is King.
Create a brush for your door,but do not make it a func_door.Just a brush that looks like a door.
You also need to add a trigger use to get the door locked sound.
So create a brush and make it a trigger_use,and put it in front of the door.
In Radiant add these settings,
classname // trigger_use
targetname // door_locked
so if you have more locked doors,you use the same settings for all
You need to add to your map script,after waitTill prespawn
exec global/door_locked.scr::lock
Follow this mini-tut,and you will have doors that do not open,and that have sound.
You also need to add a trigger use to get the door locked sound.
So create a brush and make it a trigger_use,and put it in front of the door.
In Radiant add these settings,
classname // trigger_use
targetname // door_locked
so if you have more locked doors,you use the same settings for all
You need to add to your map script,after waitTill prespawn
exec global/door_locked.scr::lock
Follow this mini-tut,and you will have doors that do not open,and that have sound.
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panTera
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(edited: oops, Cheeser was here first
. Ah well, the more info the better;)
There's a global/door_locked.script in pak0.pk3. If you open this in Wordpad you'll see a description at the top of the text.
But in short:
in Radiant:
- place a trigger_use in front of the door you want to be locked (in this case the '"door" is just a world brush)
- set a Key: targetname and a Value: door_locked,
For the type of the sound also add a Key to the trigger of $type and a Value of wood, metalor metal_garage. If you put nothing, then wood is default.
Right, now all you have to do is add this line in the script of your map, after the 'level waittill prespawn' part:
exec global/door_locked.scr::lock
Et vo?la, there's your locked "door".
There's a global/door_locked.script in pak0.pk3. If you open this in Wordpad you'll see a description at the top of the text.
But in short:
in Radiant:
- place a trigger_use in front of the door you want to be locked (in this case the '"door" is just a world brush)
- set a Key: targetname and a Value: door_locked,
For the type of the sound also add a Key to the trigger of $type and a Value of wood, metalor metal_garage. If you put nothing, then wood is default.
Right, now all you have to do is add this line in the script of your map, after the 'level waittill prespawn' part:
exec global/door_locked.scr::lock
Et vo?la, there's your locked "door".
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6thDLI-Quantum
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