Double Doors?
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Shortricci
- Sergeant Major
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- Location: Bolton, England, UK
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Double Doors?
I want to build the double doors like on the map Southern France (the ones that lead to the bridge) , how would i go on about doing this?
Do i use triggers? If so could you please tell me how to?
Thanks alot
Shortricci
Do i use triggers? If so could you please tell me how to?
Thanks alot
Shortricci
By default, two rotating doors that are touching will work together in the game.
Simply create the doors as you normally would, apply your origin, make it a func_rotating door, one at a time, and set your angle (same angle for both doors!).
Once the second door is in place, and you compile, you can go into your map and see that they will both work together with no scripting, and with no extras.
Kill Ya Later!
Simply create the doors as you normally would, apply your origin, make it a func_rotating door, one at a time, and set your angle (same angle for both doors!).
Once the second door is in place, and you compile, you can go into your map and see that they will both work together with no scripting, and with no extras.
Kill Ya Later!
Last edited by crunch on Sun Jun 29, 2003 7:39 pm, edited 1 time in total.
-
Shortricci
- Sergeant Major
- Posts: 100
- Joined: Tue Jun 03, 2003 6:51 pm
- Location: Bolton, England, UK
- Contact:
-
Shortricci
- Sergeant Major
- Posts: 100
- Joined: Tue Jun 03, 2003 6:51 pm
- Location: Bolton, England, UK
- Contact:
It is a good idea to get in the habit of applying angles to your doors.
The default angle is 0. This angle is relative to your xy-top view.
So doors that run top-to bottom of your screen don't need angles.
But doors that run left to right, or right to left need an angle of 90 or 270.
If not, alwaysaway/1 will not work properly.
Kill Ya Later!
The default angle is 0. This angle is relative to your xy-top view.
So doors that run top-to bottom of your screen don't need angles.
But doors that run left to right, or right to left need an angle of 90 or 270.
If not, alwaysaway/1 will not work properly.
Kill Ya Later!
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Shortricci
- Sergeant Major
- Posts: 100
- Joined: Tue Jun 03, 2003 6:51 pm
- Location: Bolton, England, UK
- Contact:
Ouch. I have never gotten this error.
You made your door like this, right?
1) made a brush the size of your door.
2) textured the brush with the door tex that you wanted
3) drew your "origin" brush (and applied the "origin" texture to it) on the hinge side of the door.
4) selected both the door brush and the origin and clicked func-->rotating door
5) you opened the entity window and applied the angle.
Then you saved the map and compiled. It should work.
Did you apply a k/v doortype/type of door you made?
If you did that, that could be the cause if the type is not recognized.
What texture did you choose for your door?
I'm sorry I can't be more help here. As I said, I never encountered this error.
Kill Ya Later!
You made your door like this, right?
1) made a brush the size of your door.
2) textured the brush with the door tex that you wanted
3) drew your "origin" brush (and applied the "origin" texture to it) on the hinge side of the door.
4) selected both the door brush and the origin and clicked func-->rotating door
5) you opened the entity window and applied the angle.
Then you saved the map and compiled. It should work.
Did you apply a k/v doortype/type of door you made?
If you did that, that could be the cause if the type is not recognized.
What texture did you choose for your door?
I'm sorry I can't be more help here. As I said, I never encountered this error.
Kill Ya Later!
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Shortricci
- Sergeant Major
- Posts: 100
- Joined: Tue Jun 03, 2003 6:51 pm
- Location: Bolton, England, UK
- Contact:
As we finally found out after lots of tests and long arguments about it, you don't need a key alwaysaway/1 as long as the angles are set properly. In fact this seems to be default and you'd have to set alwaysaway/0 to make these doors open just in one direction!
And: For double doors that shall open seperatly, you must check DOORS_DON'T_LINK.
And: For double doors that shall open seperatly, you must check DOORS_DON'T_LINK.
- chris_in_cali
- Sergeant
- Posts: 65
- Joined: Thu Jun 26, 2003 9:46 am
hu?
select the door brush, press n, click on the appropriate angle button in the lower left. Then you ought to get in the window above a key/value pair of angle/###.
As crunch stated correctly, this angle must be similar to the angle for a ladder: It represents the direction you look in the xy-view when standing in front of your door and looking at it. It doesn't matter from which side, so an angle of 180 is equal to an angle of 0.
You could also do a search in the forum, half of it is full of rotating doors
select the door brush, press n, click on the appropriate angle button in the lower left. Then you ought to get in the window above a key/value pair of angle/###.
As crunch stated correctly, this angle must be similar to the angle for a ladder: It represents the direction you look in the xy-view when standing in front of your door and looking at it. It doesn't matter from which side, so an angle of 180 is equal to an angle of 0.
You could also do a search in the forum, half of it is full of rotating doors

