3 Way Folding Doors

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silversound
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3 Way Folding Doors

Post by silversound »

How would you build this door?

http://www.silversound.150m.com/3waydoor.htm
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tltrude
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Bind

Post by tltrude »

You have to bind one door to the other in the script.

$ffdoor_leftcenter bind $ffdoor_left
$ffdoor_rightcenter bind $ffdoor_right

Giving them targetnames may switch off the, normally built-in, triggers for the doors. So, you will have to make a trigger_use that targets one of the doors. The others should open because they are all touching eachother. ff = fan fold.
Tom Trude,

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jv_map
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Post by jv_map »

Hmm I made exactly the same thing for the moh:om mod, but as it's not yet released I can't give you a lot of info :( it's fairly complicated I can say...
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silversound
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Post by silversound »

Let me know when you release it. Thank you tltrude for the info, i will add it to my note pad of good tips!
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tltrude
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Opps!

Post by tltrude »

Well, you can remove my first post from your "Good Tips" folder because using function rotating doors did not work, and even locked up my computer!

The doors and their origin brushes must be script_objects. They are opened and closed in the script. I have added a fanfold door to my "door2" tutorial map (underground). The zip includes a playable pk3, the .map file, and a text version of the script.

http://pages.sbcglobal.net/tltrude/Temp/door2.zip

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You can change the direction the doors open by reversing the polarity of all the angles in the script, and moving the center origin brushes to the other side in the map. My doors stay open untill a player hits "use" again. And, there are "NOT SOLID" handles attached to the center doors.
Tom Trude,

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silversound
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Post by silversound »

Man I love this place!
Here is some sunshine to blow up all at .maps asses (even the noobs)
swoooossshh :)
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tltrude
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????

Post by tltrude »

I'm not sure what you mean by that, but you are welcome, I think.
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silversound
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Post by silversound »

Compliment all the way!
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nuggets
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Post by nuggets »

i know it's been answered but i'll input anyway :S...

the local.ffdpos = 0 i'd make level.ffdpos = 1, as it's being used as a global variable not an entities variable, or even better, assign it to the door
$fanfold_left.pos = 0

then by having the variable attached to the door, the same script can be used for any number of doors if you apply a set/group number, ie

if ($fanfold_left.size > 1)
{
for (local.i=1;local.i<=$fanfold_left.size;local.i++)
{$fanfold_left_centre[local.i] bind $fanfold_left[local.i]}
//etc...
}

just my theory, but as you know i always like to complicate things :lol:
hope this helps, prob not cos it's all foreign 2 me :-/
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