func_rotatingdoor with a hidden key: sometimesaway

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wacko
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Post by wacko »

I do them like ladders now (tried to describe this some posts ago), and all my doors work fine. And it seems correct: default angle is 90?.

Anyway: Hurray to this (little) victory :D
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tltrude
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Post by tltrude »

I think I get what your saying. You pretend to stand in front of the door (in the 2d window) and you click on whatever angle you are facing. That would make all doors on the X axis have angle 90 or 270 and all the doors on the Y axis have angles of 180 or 360. That makes sence and is the same thing I came up with. Although, I don't think doors on the Y axis need an angle.

We should probably check to see if it works on doors that face between X and Y too ( like 45, 235, etc...).
Tom Trude,

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wacko
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Post by wacko »

I've done the final (?) test:
The doors "in between" (sitting on angles like 45? or 135?) work the same way!
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tltrude
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Post by tltrude »

We done good!!! I hope Surgeon and Nemisis will post tutorials call "How to fix backwards opening doors" soon. There are a lot of "final release" maps that have problem doors.

So the golden rule is now: Alway give your rotating door an angle that is perpendicular to the long axis.
Tom Trude,

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Slyk
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Post by Slyk »

Trude is absolutely right, just add the angle of '90' and you're golden.
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