breakable glass doors

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wacko
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breakable glass doors

Post by wacko »

I have started in another topic in the mapping forum! Shame on me!! :oops:
Now, to do my best to keep stuff where it belongs, I'll go on posting here about my problems.
For the whole story read here: http://dynamic4.gamespy.com/~map/mohaa/ ... highlight=
I wanted to make my two winged glass doors breakable, nuggets posted a great script... but...


Here's what I have until now:
the doors (unbroken#)
the fx/debris/windowpane (door#_glass)
the handles lying on the floor (door#_rest)
the trigger_use (door#)
the trigger_multiple (door#_breaker)
and scripting:
main:
...
level waittill spawn
...
thread doorhide
end
///////////////////////////////////////////////////////////
...
door1:
self nottriggerable
$unbroken1 waitthread door_mover_ccw
self triggerable
end
door2:
self nottriggerable
$unbroken2 waitthread door_mover_cw
self triggerable
end
// and doors 3-10
///////////////////////////////////////////////////////////
door_mover_ccw:
self time 3
self rotateYup 90
self waitmove
self wait 5
self rotateYdown 90
self waitmove
end
door_mover_cw:
self time 3
self rotateYdown 90
self waitmove
self wait 5
self rotateYup 90
self waitmove
end
///////////////////////////////////////////////////////////
door1_breaker:
$unbroken1 remove
$door1_trigger remove
$door1_rest show
$door1_glass show
$door1_glass anim start
wait 1
$door1_glass remove
end
door2_breaker:
$unbroken2 remove
$door2_trigger remove
$door2_rest show
$door2_glass show
$door2_glass anim start
wait 1
$door2_glass remove
end
// and doors 3-10
///////////////////////////////////////////////////////////
doorhide:
$door1_rest hide
$door1_glass hide
$door2_rest hide
$door2_glass hide
// and doors 3-10
end
///////////////////////////////////////////////////////////



What is not working:
1. that fx/debris/windowpane is not some glass splinters flying around, like normal windows produce when shot, but these window frames (which look rather strange and do no animation at all)
2. the doors open too slowly, don't stay open and close too slowly
3. for doors opening alwaysaway, I probably will need two trigger_use per door? If not, can you tell me how?

Now, my tiny scripting brains are looking like charcoal and you'll have to help! Will you?? Pleeeeeease!!!
jv_map
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Post by jv_map »

Why not use a func_rotatingdoor instead of a script_object?
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tltrude
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Exploding door tutorial map

Post by tltrude »

I have a new door in my tutorial map that is triggered remotely. And, my exploding doors are partly func_crate, but still work as rotating doors. If that is any help.

http://pages.sbcglobal.net/tltrude/Temp ... ngdoor.zip

It also has your escalator and glass.
Tom Trude,

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wacko
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Location: Germany

Post by wacko »

will have a look!

thanks!!
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wacko
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Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Post by wacko »

jv_map wrote:Why not use a func_rotatingdoor instead of a script_object?
errrm.... don't know!? together with the trigger_multiple for destructing them and without trigger_use?
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