func_rotatingdoor with a hidden key: sometimesaway

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wacko
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func_rotatingdoor with a hidden key: sometimesaway

Post by wacko »

:? :? :? :? :? :?
Could there be any reason for a func_rotatingdoor with key alwaysaway (value = 1) not to open away from the player?
Some of my doors work fine, others don't, some did before and refuse to work now, maybe they will again or not or what???
Maybe I should make them fuck_rotatingdoor, atleast I would know why they don't work
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tltrude
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Post by tltrude »

most people say to make sure your origin brush only touches the door and one other brush (like the door trim or a wall). But, I have some doors that do that too, and I think it has to do with how close it is to a corner of the room and which side the origin brush is on. If you figure it out, please post it.
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Post by Moal »

same problems here
seems so far for only a few doors on the map they all works fine
but if you have several doors then some work and some dont
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wacko
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Post by wacko »

I don't know very much more til now. I will post every new discovery.

What I know is: IF a door works the way it should, NEVER touch it again in the editor, this is the safest way.
I had doors working fine and others which didn't. After just selecting the working doors (to look, what is special with them or to compare them with the "mad" doors) some of them refused working correctly, too. :evil:

I believe, there is an ancient chinese saying:
"the dool that is wolking you must not touch!" :wink:
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Post by Thor »

make sure the "angle" the door is set to is perpendicular to the door...otherwise the "alwaysaway" will not work properly...
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wacko
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Post by wacko »

Does this mean, a door that is to be opened from West or East, needs an angle of 0 or 180?
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tltrude
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door

Post by tltrude »

There is something about angles in the func_rotatingdoor entity description (the gray box when you hit key N). I think it says the angle should be the direction the door is from the origin brush. So if a door opens east/west and the origin brush is north, the angle should be 270 (south). I have tried that, and the door still screws up.
Tom Trude,

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wacko
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Post by wacko »

I've done some door-research. The direction a door opens, not only depends on the angle in the entity-description, it can (if the angle is set wrong) depend on the position of the player relativ to the door. That makes it quiet confusing when testing the door...
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As you can see, an angle of 0 (and 180) makes only sense for doors which can be opend from West or East. So, a door opened from North or South needs an angle of 90 or 270, no matter on which side the hinge is!

If you made other experiences, let us know!
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tltrude
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Now we are getting somewhere!

Post by tltrude »

Come to think of it, both my doors that open wrong are on the same axis. I think you should use axis (x,y,z) in your testing. Compus directions can be confusing. And, yes I have noticed that it matters which side I stand when opening the bad doors.

So the new question is: If my door is aligned with the (?) axis what angle should I set?
Tom Trude,

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wacko
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Post by wacko »

The angle must be perpendicular (like Thor posted alreaady) to the door.

Because I'm german with a horribly bad English, i've never heard this word before, but i think it means:
"If you step out of a window in the 20th floor, your fall will be almost perpendicular to the surface."
Am I right?!

This is similar to a func_ladder. The angle is the direction the player looks when looking at the "usable side" of the func entity.
If you can build ladders, do doors the same way ;-)
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Post by ThinIce »

Actually, if you are using alwaysaway, you do not need to define an angle. The default is 90 I think. So if always away is on, it will always rotate away. Dont define the angle. Or it will mess up the away. I doubt it is origin related.
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wacko
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Post by wacko »

Actually, if you are using alwaysaway, you do have to define an angle.
If you don't, doors will open as described above, maybe depending on a default angle of 90?.
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Post by ThinIce »

.... you are wacko.
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tltrude
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Post by tltrude »

Perpendicular -

1. At right angles to a given line or plane. 2. Exactly upright; vertical. 3. A line at right angles to another line or plane.
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Angles

Post by tltrude »

Hey, I think I cracked it. Below is a screenshot of my test doors. Only the ones that run along the X axis screwed up. But, adding an angle that is perpendicular to the door (either direction) corrects the problem.

Rule: If your rotating door runs along the X axis, give it an angle of 90 or 270 so it will open correctly.

Image

The doors on the Y axis have no angle set and work fine. If you are confused, it is the lower two doors and the ones under the X that work properly. If anyone wants this map, just ask and I'll post it.
Tom Trude,

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