door (sucks)

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Elgan
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Post by Elgan »

lizardkid wrote:
beautifull flowers
Elg! No hitting on IvaN! Mj's already got a crush :P

I'd like to see how this works too, since i've never gotten it to work.
Wouldn't -135 make the door turn downward? wheres your origin brush?
lmao.

was commenting on the flowers!

i thoguht it was rookie who asked for a pic of her?

errm. Sorry to talk like ur not here. anyway, I meant the flowers. and i wasnt going to say there horrible:S or something
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k47a
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Post by k47a »

Elgan wrote: lmao.

was commenting on the flowers!

i thoguht it was rookie who asked for a pic of her?

errm. Sorry to talk like ur not here. anyway, I meant the flowers. and i wasnt going to say there horrible:S or something
Yes, he was and got it (amazing picture, almost as beautiful as those green stuff) :lol:

Anyway, you're going off topic :D - the **** door still doesn't work. It's still open when I come in and does some weird stuff (like, as I said, turn 360 degree...). Maybe there's an easier way to do it (not so much scripting - you see that I suck at scripting...)?

Btw, Elgan, you better not gonna tease IvaN - I already made out where lizardkid lives (check out that professur nutty statement he made in the other thread...) *lmao* :lol:
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Axion
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Post by Axion »

I tested that angle myself on Tltrude's door map. I opened up the script and changed the angles from 90 to 135, and everything worked fine for me.

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As you can see in the picture, the door rotates open at 135 degrees and closes the same way. Maybe your origin brush is causing the problem...?

Here's the script:


Code: Select all

trap_door_mover:

$trap_door_trigger waittill trigger
$trap_door time 2
$trap_door playsound ("door_wood_open_move" + (randomint(3) + 1)) 
$trap_door rotateXup 135
$trap_door waitmove
$trap_door playsound door_wood_open_stop
wait 20
$trap_door playsound ("door_wood_close_move" + (randomint(1) + 1))
$trap_door rotateXdown 135
$trap_door waitmove
$trap_door playsound ("door_wood_close_stop" + (randomint(2) + 1))

goto trap_door_mover

end
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k47a
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Post by k47a »

Ah, I used the stormdoors as example (they open the same way, I think...) I was confused as in rad the trapdoor is somewhat in the air... That's why I didn't copy it and past it in my map...
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Mj
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Post by Mj »

lizardkid wrote:
beautifull flowers
Elg! No hitting on IvaN! Mj's already got a crush :P
I do? :|

Cool! I never knew that! :D
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k47a
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Post by k47a »

Alright, it doesn't actually matter right now about Mj having a crush or not. I just need help with that bloody door... :wink:

Btw, did you see that Mj actually IMPORTED a smiley? Well, it's not really a smiley tho... :D
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wacko
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Post by wacko »

U might want to read Bjarne's tutorial collection 1st, to understand the rotation commands. This will probably clear up things...
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Mj
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Post by Mj »

Its not imported :wink:

Go view more emoticons and you get :mrgreen: + :| too
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k47a
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Post by k47a »

Mj wrote:Its not imported :wink:

Go view more emoticons and you get :mrgreen: + :| too
Haha, that's IvaN live... Man, I'm just too stupid... :?
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tltrude
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trigger

Post by tltrude »

Your door should be using a trigger_use. Players walk up to it and hit their "use" key to open it. The hatch brush should be a script_object, not a func_rotatingdoor.
Tom Trude,

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k47a
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Post by k47a »

I got a trigger_use for the green trigger brush and a script_object for the doorbrush... It's open when I get there and I can't really trigger it... :( . Btw, do I need an origin?

I checked with the script of the trapdoor in your map, I got the same, so that's not the problem...
I got confused 'cause your trapdoor is somewhere in the air and not in the ground?! So I just copied the door in your .map file into mine but still it doesn't work. :?
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lizardkid
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Post by lizardkid »

if you're scripting it it shouldnt even be a func_door or func_rotatingdoor, just a trigger with setthread to that thread.
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k47a
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Post by k47a »

lizardkid wrote:trigger with setthread to that thread.
could you, err, repeat that? I don't understand... :oops:
So, no origin?
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wacko
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Post by wacko »

IvaN (master of disaster) wrote:could you, err, repeat that? I don't understand... :oops: So, no origin?
It needs an origin of course. But don't use a func_rotatingdoor: Make a door brush and an origin brush, select both together, turn that into a script_object, give it targetname trap_door.
Make the trigger_use, give it targetname trap_door_trigger and setthread trap_door_mover
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tltrude
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in air

Post by tltrude »

It starts up in the air so the door edges get light during the compile. In the "main" thread, the door is moved down to the right spot.

Please post your whole script.
Last edited by tltrude on Mon Jun 13, 2005 12:32 am, edited 1 time in total.
Tom Trude,

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