Triggering Doors
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*GCC*Nigel
- Second Lieutenant
- Posts: 169
- Joined: Sun Dec 04, 2005 5:13 am
Triggering Doors
How can I make a train/bus/armored thing function like a big sliding door and go down a straight track and back by:
1. Pressing E at it
2. Pressing a button at the end of the tracks
3. Pressing a button at the beginning of the tracks
Also, How can I make a cannon that shoots players. I've tried doors, but they just push and physics doesn't apply. (Door/Lift goes up at "Speed" 100000 and player stays at top, then when player jumps, he goes flying)
Someone help me with simple teleporters please. Walk into a [] and come out another []. Maybe not in the same direction thought... Can you spin players around through an event?
1. Pressing E at it
2. Pressing a button at the end of the tracks
3. Pressing a button at the beginning of the tracks
Also, How can I make a cannon that shoots players. I've tried doors, but they just push and physics doesn't apply. (Door/Lift goes up at "Speed" 100000 and player stays at top, then when player jumps, he goes flying)
Someone help me with simple teleporters please. Walk into a [] and come out another []. Maybe not in the same direction thought... Can you spin players around through an event?
Stein Auf
for the flak88
http://users.1st.net/kimberly/Tutorial/tut.htm
I don't remember trying to trigger doors, but laying down a single trigger brush where you want the door to go might help.
http://users.1st.net/kimberly/Tutorial/tut.htm
I don't remember trying to trigger doors, but laying down a single trigger brush where you want the door to go might help.
For your door question . Make the door a func_door and set the angle in the entity window at the bottom left to U for up which is the same as setting the angle to -1 . Check the targeted check box so that it operates by use of a trigger . Make your switch and surround it with a trigger_use . Select your trigger use then the func_door and press control K so that the trigger targets the door . Thats it now your trigger controls the door . For a better effect either run a thread that uses mytrigger waittill trigger or use the setthread key on the trigger to animate the switch . For example one of the switches in the animate_equipment section of the right click menu . Have your switch do some of the animations when the trigger is triggered . For two switches make a second switch and trigger and have the second trigger also target the door .
$myswitch anim turnon
wait .1
$myswitch anim turnoff
Something like that anyway .
$myswitch anim turnon
wait .1
$myswitch anim turnoff
Something like that anyway .
Cannon that shoots players
There is a cannon that shoots players in my "explodingdoor" tutorial map.

There is also a remote door and a mortar that kills players--if they are near the random locations where the shells explode.

You can find this map by clicking on my signature logo.

There is also a remote door and a mortar that kills players--if they are near the random locations where the shells explode.

You can find this map by clicking on my signature logo.
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*GCC*Nigel
- Second Lieutenant
- Posts: 169
- Joined: Sun Dec 04, 2005 5:13 am

That should clear things up. And I didn't quite understand the door thing bdbogder posted... If you set the angle to -1 that goes up/down, my cannon shoots sideways... but not (see the picture)
Sorry if I confused you with the second bit about cannons and jumping. Ignore that.
PS Trltrude on your site, for the exploding door map, you spelt ferris wheel farris wheel.
Stein Auf
Hmm I was tired last night but wow did I ever miss read that post 
Any way switches and triggers waittill trigger or setthread that part is ok but to get the train to move there are several ways . Move commands like these will work .
Any way switches and triggers waittill trigger or setthread that part is ok but to get the train to move there are several ways . Move commands like these will work .
ormoveBackward( Float dist )
Move the position backward.
moveDown( Float dist )
Move the position down.
moveEast( Float dist )
Move the position east.
moveForward( Float dist )
Move the position forward.
moveLeft( Float dist )
Move the position left.
moveNorth( Float dist )
Move the position north.
moveOffset( Vector dist )
Move the position by the offset vector.
moveRight( Float dist )
Move the position right.
moveSouth( Float dist )
Move the position south.
moveto( String vector_or_entity )
Move to the specified vector or entity.
moveUp( Float dist )
Move the position up.
moveWest( Float dist )
Move the position west.
flypath( Entity array, Float speed, Float acceleration, Float look_ahead )
Makes the script slave fly the specified path with speed and acceleration until reached_distance close to position
followpath( Entity path, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Makes the script slave follow the specified path. The allowable arguments are ignoreangles,
ignorevelocity, normalangles, loop, and a number specifying the start time.
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*GCC*Nigel
- Second Lieutenant
- Posts: 169
- Joined: Sun Dec 04, 2005 5:13 am
I think it's spelt. I'm surprised you didn't noticed I mispelled tltrude's name.
EDIT: Now that I've tried it, my door/train/bus/doom device/thing doesn't go at all, both pressing E at the button and E on/at the actual door/train/bus/doom device/thing.
Is trigger_use the same texture as Trigger?
My cannon is still disfunctional. All the switches and paths and all that confused me. I tried just copying the whole cannon thing and the part about it in the script. Then changing all the stuff like making the cannon shoot flat... not so much. Game shut down.
EDIT: Now that I've tried it, my door/train/bus/doom device/thing doesn't go at all, both pressing E at the button and E on/at the actual door/train/bus/doom device/thing.
Is trigger_use the same texture as Trigger?
My cannon is still disfunctional. All the switches and paths and all that confused me. I tried just copying the whole cannon thing and the part about it in the script. Then changing all the stuff like making the cannon shoot flat... not so much. Game shut down.
Stein Auf
I think its not...
7 entries found for spelt.
spell3 ( P ) Pronunciation Key (spl)
n.
A short, indefinite period of time.
Informal. A period of weather of a particular kind: a dry spell.
One's turn at work.
A period of work; a shift.
Australian. A period of rest.
Informal. A period of physical or mental disorder or distress: a dizzy spell.
Informal. A short distance.
v. spelled, spell?ing, spells
v. tr.
To relieve (someone) from work temporarily by taking a turn.
To allow to rest a while.
***************
I copied Tom's cannon into my map and it works, remember this though,
Target the trigger_push that you put above the pad at a target_position. The player will accelerate until he reaches the target. Physics does the rest.
Note: The center point of the target must be higher than the center point of the trigger_push.
7 entries found for spelt.
spell3 ( P ) Pronunciation Key (spl)
n.
A short, indefinite period of time.
Informal. A period of weather of a particular kind: a dry spell.
One's turn at work.
A period of work; a shift.
Australian. A period of rest.
Informal. A period of physical or mental disorder or distress: a dizzy spell.
Informal. A short distance.
v. spelled, spell?ing, spells
v. tr.
To relieve (someone) from work temporarily by taking a turn.
To allow to rest a while.
***************
I copied Tom's cannon into my map and it works, remember this though,
Target the trigger_push that you put above the pad at a target_position. The player will accelerate until he reaches the target. Physics does the rest.
Note: The center point of the target must be higher than the center point of the trigger_push.
"all the governments in the world are corrupt and in the hands of the Illuminati"
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*GCC*Nigel
- Second Lieutenant
- Posts: 169
- Joined: Sun Dec 04, 2005 5:13 am
Hogleg: n
A Geezer or unwanted old fart.
----------------------------------
I got my cannon working! All thanks to the explodingdoor map above.
A Geezer or unwanted old fart.
----------------------------------
I got my cannon working! All thanks to the explodingdoor map above.
Last edited by *GCC*Nigel on Thu Apr 20, 2006 4:23 am, edited 1 time in total.
Stein Auf
Damn dude, wrong again.
Hogleg
http://en.wikipedia.org/wiki/Hogleg

But I did find this for Nigel
http://www.urbandictionary.com/define.php?term=Nigel

Im sorry folks, I could'nt resist. I thought that was rude. Tom offered some good advice for his question and all he had to say was "You miss spelt ferris".
[/close]
Hogleg
http://en.wikipedia.org/wiki/Hogleg
But I did find this for Nigel
http://www.urbandictionary.com/define.php?term=Nigel
Im sorry folks, I could'nt resist. I thought that was rude. Tom offered some good advice for his question and all he had to say was "You miss spelt ferris".
[/close]
"all the governments in the world are corrupt and in the hands of the Illuminati"
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*GCC*Nigel
- Second Lieutenant
- Posts: 169
- Joined: Sun Dec 04, 2005 5:13 am
HA HA HA HA HA That made my day... I am a tall black man with no friends... HA HA HA HA HA
Tltrude, on the explodingdoor map how would I change the speed the player is fired out at and how would I add more distance to it. I was thinkin' that increasing player speed would send him further, but he follows the track, and the track gets a little blocky if it's made up of too little parts. Please n' Thanks. Sorry if I offended you with the spelling error thing.
Tltrude, on the explodingdoor map how would I change the speed the player is fired out at and how would I add more distance to it. I was thinkin' that increasing player speed would send him further, but he follows the track, and the track gets a little blocky if it's made up of too little parts. Please n' Thanks. Sorry if I offended you with the spelling error thing.
Stein Auf
trolly
Ok, make your trolly a func_door. Then add this.
Key: lip
Value: -500
Try different values ( + & - numbers ) untill you get what you want. Also add this.
Key: time
Value: 4
That's how long it takes, in seconds, to go the distance you set. After you get it working, we'll talk about adding remote triggers and sound. The same thing can be used to shove a player off a cliff.
Key: lip
Value: -500
Try different values ( + & - numbers ) untill you get what you want. Also add this.
Key: time
Value: 4
That's how long it takes, in seconds, to go the distance you set. After you get it working, we'll talk about adding remote triggers and sound. The same thing can be used to shove a player off a cliff.
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*GCC*Nigel
- Second Lieutenant
- Posts: 169
- Joined: Sun Dec 04, 2005 5:13 am
I think the "lip" is just the distance is traveled, and I got that working by and underground bar that is the distance It needs to travel. I have lip 0 and the bar moves it to the right place with the func_door. Is that Ok?
I left the "speed" default.
I think your one of the guys that outta be writing up some of the tuts on the main page... It gets frustrating looking through about 30 only finding Coming Soon!
I left the "speed" default.
I think your one of the guys that outta be writing up some of the tuts on the main page... It gets frustrating looking through about 30 only finding Coming Soon!
Stein Auf
bar
Because the bar is a func_door, with lip 0 set, it only travels the length of the bar itself. Adding "lip -500" will make the trolly (func_door) move 500 uints beyond its normal stopping point.
Here are some of the keys you can set for a func_door.
Is the trolly moving yet?
Here are some of the keys you can set for a func_door.
Code: Select all
TARGETED door is only operational from triggers or script
TOGGLE causes the door to wait in both the start and end states for a trigger event.
"time" ( Float traveltime ) Sets the time it takes for the door to open and close.
"lip" ( Float lip ) lip remaining at end of move (8 default)
"speed" ( Float speed ) move speed (100 default)
"targetname" if set, no touch field will be spawned and a remote trigger is needed to activate the door.
"wait ( Float wait )Sets the amount of time to wait before automatically shutting.

