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Posted: Fri Jun 10, 2005 4:37 pm
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

Posted: Fri Jun 10, 2005 4:48 pm
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:

Posted: Fri Jun 10, 2005 5:05 pm
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.

Image

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

Posted: Fri Jun 10, 2005 5:12 pm
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...

Posted: Fri Jun 10, 2005 5:34 pm
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

Posted: Fri Jun 10, 2005 5:40 pm
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

Posted: Fri Jun 10, 2005 7:36 pm
by wacko
U might want to read Bjarne's tutorial collection 1st, to understand the rotation commands. This will probably clear up things...

Posted: Fri Jun 10, 2005 7:38 pm
by Mj
Its not imported :wink:

Go view more emoticons and you get :mrgreen: + :| too

Posted: Fri Jun 10, 2005 7:56 pm
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... :?

trigger

Posted: Sat Jun 11, 2005 10:05 am
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.

Posted: Sat Jun 11, 2005 11:39 am
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. :?

Posted: Sat Jun 11, 2005 6:20 pm
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.

Posted: Sat Jun 11, 2005 6:31 pm
by k47a
lizardkid wrote:trigger with setthread to that thread.
could you, err, repeat that? I don't understand... :oops:
So, no origin?

Posted: Sat Jun 11, 2005 9:36 pm
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

in air

Posted: Sun Jun 12, 2005 7:32 am
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.