Door question that i saw in malta map
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=Sgt. Daniel R. O*Neil=
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Door question that i saw in malta map
I was coming down the stairs when i saw a door open upward from the ground. THATS COOL !! How do you do this? I tried shoving origin off to oneside while looking in a different view and i tried different angles. None of them seemed to do the trick. Any ideas? 
"Sometimes to cause the biggest change in the world, is as something as small as saying "Hi" to someone, on a crowded bus"
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bobo
Door openning upwards
I tried to do this with a square panel on the ceiling to go to the attic using a latter. When I use func_door with the angle -1 (up) it only budges a bit like its going to open, but stops and the sound plays through.
I tried placing my origin at different places, i tried not using origin at all and to no success. i also tried all of the above with the rotatingdoor function and no luck there also.
Any one knows what I'm doing wrong?
I tried placing my origin at different places, i tried not using origin at all and to no success. i also tried all of the above with the rotatingdoor function and no luck there also.
Any one knows what I'm doing wrong?
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bobo
size of door
the panel is 16 wide X 32 long.
what is this about calculating dimention?
actually if you want you can download the prefab at
http://www.alliedassault.us go in the prefab area and download the mansion. I gave up on it and left it at 90 deg. with the func_door.
what is this about calculating dimention?
actually if you want you can download the prefab at
http://www.alliedassault.us go in the prefab area and download the mansion. I gave up on it and left it at 90 deg. with the func_door.
This is from Malta, and I don't think it's the large metal gate that you can open and close (there is some other scripting for that) but I'm not sure
trapdoor_init:
self solid
self damage 0
level.trapdoor_state = 0
trapdoor_loop_start:
self waittill use
if (level.trapdoor_state == 0)
{
self thread trapdoor_open
}
else if (level.trapdoor_state == 1)
{
self thread trapdoor_close
}
goto trapdoor_loop_start
end
trapdoor_cycle local.duration:
wait local.duration
if (level.trapdoor_state == 1)
{
self thread trapdoor_close
}
end
trapdoor_open:
level.trapdoor_state = 1
self openportal
self playsound gate_wood_open_move
self rotatezupto 90
self time 1
self waitmove
self playsound gate_wood_open_stop
self thread trapdoor_cycle 15
end
trapdoor_close:
self playsound gate_wood_close_move
level.trapdoor_state = 0
self rotatezdownto 0
self time 1
self waitmove
self playsound gate_wood_close_stop
self closeportal
end
trapdoor_init:
self solid
self damage 0
level.trapdoor_state = 0
trapdoor_loop_start:
self waittill use
if (level.trapdoor_state == 0)
{
self thread trapdoor_open
}
else if (level.trapdoor_state == 1)
{
self thread trapdoor_close
}
goto trapdoor_loop_start
end
trapdoor_cycle local.duration:
wait local.duration
if (level.trapdoor_state == 1)
{
self thread trapdoor_close
}
end
trapdoor_open:
level.trapdoor_state = 1
self openportal
self playsound gate_wood_open_move
self rotatezupto 90
self time 1
self waitmove
self playsound gate_wood_open_stop
self thread trapdoor_cycle 15
end
trapdoor_close:
self playsound gate_wood_close_move
level.trapdoor_state = 0
self rotatezdownto 0
self time 1
self waitmove
self playsound gate_wood_close_stop
self closeportal
end
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bobo
association
I guess I would put Targetname = trapdoor or something like that to associate it with the script?
thanks for your time people
thanks for your time people
