How would you build this door?
http://www.silversound.150m.com/3waydoor.htm
3 Way Folding Doors
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- silversound
- Second Lieutenant
- Posts: 167
- Joined: Wed Jun 18, 2003 6:33 am
- Location: West Seattle, WA, USA, Earth, Milky Way
Bind
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.
$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.
- silversound
- Second Lieutenant
- Posts: 167
- Joined: Wed Jun 18, 2003 6:33 am
- Location: West Seattle, WA, USA, Earth, Milky Way
Opps!
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

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.
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

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.
- silversound
- Second Lieutenant
- Posts: 167
- Joined: Wed Jun 18, 2003 6:33 am
- Location: West Seattle, WA, USA, Earth, Milky Way
- silversound
- Second Lieutenant
- Posts: 167
- Joined: Wed Jun 18, 2003 6:33 am
- Location: West Seattle, WA, USA, Earth, Milky Way
-
nuggets
- General
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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
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
hope this helps, prob not cos it's all foreign 2 me :-/


