Lockable doors ?

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Moal
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Lockable doors ?

Post by Moal »

I know how to make a locked door sound not what I want
I actually want to be able to use trigger_use or trigger_muiltitable
to unlock a locked door
I can put 2 doors in same place and use trigger_use to open d1 door and it stay open till trigger_use makes it close
but the player and still open d2 door and hear it open with d1 door closed

any ideas ?
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No takers ?

Post by Moal »

Nemesis ? any Ideas ?
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Post by tstrait72 »

I would think you could use a script for the lock trigger to spawn an invisible barrier in front of the door u want to lock, maybe just a brush with the clip texture applied to it, so they can't trigger the door. Then when the trigger is used again have it remove the brush. You would just have to make up the scr file and include it with your pk3. Anybody do something like this yet? I think I'll give it a shot when I get a chance. If it works I will make up an example map for anybody who wants it.
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clip

Post by Moal »

thats basicly what I'm doing
and you dont need a scr file to do it
and they can still trigger the door within a certin distance from it
but if you can get it work better with the scr file
then let me know
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Post by Gener_AL »

okay dokey ...this is an easy..one i thought you all would have sussed...
here goes

first make your door that you wnat locked now give it the following key>value
$targetname>lockdoor1
cnt>1
now tick the triggered and toggle box

now make a trigger_multiple give it key>value
target>lockdoor1
cnt>1
message>the dodgy door opens

dadah one door that is only opened via trigger for ..now that is ...
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Post by Surgeon »

No one likes a smart arse :p
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tstrait72
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Post by tstrait72 »

this only works from one side tho. i think he wants to be able to go thru both ways, and lock it, if he chooses, from one side.
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Exactly tstrait72

Post by Moal »

if the first post was read and understood I said I could already do what
Gener_AL stated

What I want is a door that can be used al some point but not by everyone that walks up to it

kindof like a serect lock to enable the door
and it would be on a timer that would lock it back using the wait key
you would have say 10 sec to cross 1000 grid to get to the door after
you unlocked it
I can hide the door behind another door with what ever techure
been thinking about this and dont know if this can be done with a script or not
but is the option NOT_PLAYERS value can be switched from on to off
that would work
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Post by Gener_AL »

okay i think i understand what your after now.....

try this {i aint bein a smart ass...i`m just tryin to help> :D }

once you have made your room whith the door {give it $targetname>secretdoor triggered only as well and toggle} you want to script {time your run to the door} now place your trigger_multilpe in right area...
give it key>value

$targetname>secretdoortrig
setthread>doorbit

{p.s you want the door to open up for allies of axis that can be done or just player..have la look at flags i`m sure if i can find value to use 0for allies 1 for axis?.i think try to limit it to certain human players??? is mission impossible}

in your script add the following
main:
level.flags[0] = 0 //trigger not done

/////////////////////////
doorbit:
if (level.flags[1] == 1)
{
//iprintln "door already triggered"
end
}
//$player playsound pickup_papers //if you want a sound
$secretdoortrig remove
iprintln "trigger de-activated."
level.flags[1] = 1
thread secretbit
end
///////////////////////
secretbit:
wait 4
centerprint "5"
wait 1
centerprint "4"
wait 1
centerprint "3"
wait 1
centerprint "2"
wait 1
centerprint "1"
wait 1
centerprint "door is now open"
trigger $secretdoor
end
/////////////////////////

that should work ...i think ...hope it helps...
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Post by tstrait72 »

hey that looks like it would work except for a couple things.

1. - you remove the trigger so you won't be able to trigger it again and I think he wants to be able to.

2. - with the door triggered-only and toggled, once you open the door and remove the trigger you won't be able to shut it. This may be a problem.

I'm not trying to put down your work, it looks like you know what you're doing, but I just noticed these things and thought I would point them out to ya. Glad to see you are able to post now, :D
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LOOKs GOOD

Post by Moal »

will test it later today or tomarrow
will let you know
thanks a lot
if this works you just opened a world of options for me
I really need to learn this scripting
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it's a nogo

Post by Moal »

Gener_AL

all that did is make the door useable once on time delay

I want the door in a locked state as game starts
then at some point I want to be able to use the door (the normal way)
so it would have to be put in an unlocked state
What I'm thinking is some how (in a script) change the
NOT_PLAYERS from checked to not checked
(change the state of the door)

as I'm fairly new to radient maps I dont know much about their way
of scripting

if you have ICQ or would use email where we can work this out and not cluder up the board with failed atempts I would gladly work on this with you and then we can post a working script or way to do it
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Post by Gener_AL »

righto

i think the best way would be make a thin door give it caulk texture place either side of secret door give ithem key>value make them trig only and make another trigger_mulitple

door in front
$targetname>doorbit1
door behind
$targetname>doorbit2
trigger_multiple
setthread>hidden doors

add/alter the following to the script

/////////////////////////
hiddendoors:
trigger $doorbit1
wiattilldone
centerprint " secret door 1 open"
trigger $doorbit2
waittilldone
centerprint " secret door 2 open"
end

thats should do it
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Again

Post by Moal »

Again this is just an alternet way to do what I can already do without a script
and this way does not stop the door from reacting just the players
ability to see the door
I want to be able to turn on and off the NOT_PLAYER bit
or if there is an undocumented lock and unlock
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Post by G3mInI »

Well I just read this thread real quick but let me give yall some insight. In scripting you can use the command triggerable and nottriggerable. So for instance if your door has a targetname of door1. You can do $door1 triggerable and/or $door1 nottriggerable. That will in effect activate and/or deactivate the door trigger as needed.

Hope that helps

G3mInI
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