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Posted: Thu Jan 15, 2004 9:49 pm
by bighoss
Oh my bad! Umm another thing would be like a trap door like the angels and stuff people need to make a hatch open up instead of rotating to the side. I dont know what to put for the sounds. I'm not quite that experienced

Posted: Thu Jan 15, 2004 10:53 pm
by wacko
yea, maybe someone else then.
hatch/trapdoor: i wondered whether i should have put them in, but I decided not to, because for this u can't use func_rotatingdoors (no up/down possible

) so it's rather another tutorial but not connected to this one. Maybe i should mention that it's not possible, though...

Posted: Thu Jan 15, 2004 10:55 pm
by bighoss
Yeah, that would be good to mention. I only said that cause I was recently trying to create a hatch, but couldnt figure anything out. Oh well, I do hope someone can inform you of the stuff needed to change the sounds though.
Posted: Fri Jan 16, 2004 12:15 am
by omniscient
how about locked doors?
step 1. target name the door
in the scrit add
$door lock
wee, mini tut.
Posted: Fri Jan 16, 2004 2:31 am
by diego
You CAN make trap doors but you have to script them. Check out this forum thread and the following link for the pk3 file.
/forum/viewtopic.php?t=5586&highlight=door+tutorial
http://pages.sbcglobal.net/tltrude/Temp/door2.zip
This was the best door resource I've seen. It has a great readme file and script that shows you how he made all the different doors in this level.
Thanks to the creator of this file (tltrude). I'm using your trap door scripts in my level as well.
Door sounds
Posted: Fri Jan 16, 2004 8:20 am
by tltrude
Hey, good to see someone is using my tutorial maps! Recently, I have been working with changing the sounds door make and have learned a few things.
1. Never use Key: doortype, if you are adding new door sounds with the key/values below because it will add extra sounds or prevent your new sounds from working.
2. Add the following key/values to change the sounds.
Key: sound_close_end
Value: door_metal_open_stop1 // this sound wont play (stops normal sound)
Key: sound_close_start
Value: yordorsnd // make sure the soundname you pick works in your map's game type
Key: sound_open_end
Value: door_metal_open_stop1 // this sound wont play (stops normal sound)
Key: sound_open_start
Value: yordorsnd // make sure the soundname you pick works in your map's game type
3. The sounds play no matter if the door has finished moving or not. So, it is best to set the time the door takes to open or close to match the time the sound takes to play.
Key: time // or speed
Value: 2.3 // or units per second if you use speed (speed wont work with rotating doors).
The end!
Posted: Fri Jan 16, 2004 8:58 am
by wacko
@diego I was just saying that trapdoors can't be made with func_rotatingdoors but have to be made of script_objects and this would not fit into a tutorial about func_rotating doors. maybe you do another tut?
@tltrude Is this something I - in your eyes - should add to the tutorial, and if yes, how? or do you think, I should add something else?
Tutorial
Posted: Fri Jan 16, 2004 9:05 am
by tltrude
Well, you could use it if you are going to explain how to make very large sliding doors. Here is a tutorial map on locking doors, and it has new door sounds added.
http://pages.sbcglobal.net/tltrude/Temp ... e_test.zip

Posted: Fri Jan 16, 2004 5:55 pm
by diego
Wacko wrote:@diego I was just saying that trapdoors can't be made with func_rotatingdoors but have to be made of script_objects and this would not fit into a tutorial about func_rotating doors. maybe you do another tut?
Sorry, Wacko. I just saw where you said it couldn't be done. I didn't see anything about an alternative way to do it.
I'm all for having more tuts since I'm very new to this myself. But tltrude's readme and script files for that doors2.zip file are very detailed and organized. After loading up his .map file into radient, I studied how all the targeting connections were made and compared them to the script. The simpliest thing was to export a prefab of his door and copy his script code into mine.
That got it working very quickly so all I had to do then was modify the brushes to fit what I needed. After that, I had a guide to work off of for creating more.
If I can figure it out. Anyone can
