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trigger for sliding door
Posted: Fri Mar 28, 2003 7:36 am
by tuffstuff7
ok in following the tut here for the sliding door i se where you can make it a targeted foor then a trigger use ? to make it slide open? alas i am lost can someone explaing this trigger to me thisiswhat i did
i made a brush from caulk (it was to look like a wall if that matters) the i went to func>door> and selected the angle to 270 .........then i created a trigger use placed over a switch i did by teh way check target in the door section and gave a key =target name value=door1
and then in the trigger i gave it the same value and key
wel i did this wrong i take it becasue it does not work can someone explain teh trigger to me...........also am i readingthe tut right it does not mention a origin brush......i made a sliding door once lol bymistake and it had an origin brush
well if you can help i would be thankfull tryingto get this and teh barb wire tigger hurt to work but i guess this first
thank you
tuff
Posted: Fri Mar 28, 2003 1:49 pm
by jv_map
- Remove all target and targetname keys
- Select the trigger_use
- Select the func_door simultaneously
- Press ctrl + K
Posted: Fri Mar 28, 2003 2:00 pm
by tuffstuff7
ooook will do jv ty and ty for your permissionon the bot deal hope i get it to work....its for laughs really HA
Posted: Fri Mar 28, 2003 2:00 pm
by bdbodger
for the barb wire put a trigger_multiple around the wire and a key setthread value barb_pain . Add this to your script
barb_pain:
$barb volumedamage 10
end
Posted: Fri Mar 28, 2003 3:23 pm
by tuffstuff7
ok i will try the barb thing ty and jv unless iahve misunderstood you this did not work
i created the wall(door) and made it a func.door 270 angle
then i made the trigger_use and highlighted it and the door and hit ctrl+k is that wht i was supposed to do i removed the original trigger and the original wall and started over
ty for your responses
Posted: Fri Mar 28, 2003 3:57 pm
by tuffstuff7
bd man that did work either when i go up to the barb wire now the sound effects in the map get stuck ......and i did like you said any ideas why there is a confict??????? here is the scr
// new_map2
// ARCHITECTURE: Tuffstuff7
// SCRIPTING: Tuffstuff7
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "new-map2"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" "Author"
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" "Tuffstuff7"
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "new-map2"
//-----------------------------------------------
// PRESPAWN
//-----------------------------------------------
level waitTill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/dm/new-map2.scr
//-----------------------------------------------
// SPAWN
//---------------------------------------------
level waittill spawn
barb_pain:
$barb volumedamage 10
thread fan1
end
fan1:
$blade1 bind $fan1
$blade2 bind $fan1
$blade3 bind $fan1
$blade4 bind $fan1
$fan1 rotatey 325
$world farplane 10000
$world farplane_color (.333 .333 .333)
exec global/ambient.scr m3l3
end
Posted: Fri Mar 28, 2003 6:05 pm
by jv_map
The barb_pain thread should be at the bottom of your script, not just somewhere in between other code

.
You're supposed to see a line from the trigger to the door after pressing ctrl + k.
Posted: Fri Mar 28, 2003 8:35 pm
by tuffstuff7
ok JV i will try it again and am i looking at the tut located here that the door/wall that slides goes in betwenn the 2 jambs and there is no brush origin and one other thing do i go to fuc>door while i have the trigger and the door highlighted or make the trigger last and then select the door and trigger and hit ctrl+k?.....and thank you for the script helpwill try again now
Posted: Fri Mar 28, 2003 8:52 pm
by tuffstuff7
ok jv i see the blue line now and here is my script no wand ty for putting up with me lol
// new_map3
// ARCHITECTURE: Tuffstuff7
// SCRIPTING: Tuffstuff7
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "new-map3"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" "Author"
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" "Tuffstuff7"
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "new-map3"
//-----------------------------------------------
// PRESPAWN
//-----------------------------------------------
level waitTill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/dm/new-map3.scr
//-----------------------------------------------
// SPAWN
//---------------------------------------------
level waittill spawn
thread fan1
end
fan1:
$blade1 bind $fan1
$blade2 bind $fan1
$blade3 bind $fan1
$blade4 bind $fan1
$fan1 rotatey 325
$world farplane 10000
$world farplane_color (.25 .25 .25)
exec global/ambient.scr m3l3
end
barb_pain:
$barb volumedamage 10
end
Posted: Fri Mar 28, 2003 9:36 pm
by tuffstuff7
well jv no go
i hate to be hard headed about something like this it should be so simple i would think the bar wire nor the door well i will let you look at this scr again ty if you can help
Posted: Fri Mar 28, 2003 10:05 pm
by tuffstuff7
i may have found the prob recompiling now will let ya knwo
ty tuff
Posted: Fri Mar 28, 2003 11:41 pm
by RUNGSI
OMG!!!
sliding doors couldnt be any more simple.
Make your brush that is to be your door.
and make it a func_door
thats it!!!
You dont need triggers for doors in MOH. Why do you think they call it "func_door"? uh, because it works on it own..
(unless you are to open the door from a differant location)
set your angle as you normally would to tell it which direction to slide.
It will slide because you have not added the origin brush
Oh for future referance, there is a barbwire.scr
I used it in my Eye of the Needle map.
Posted: Sat Mar 29, 2003 12:52 am
by tuffstuff7
ty rungis the barbwire works great lol but i did want to trigger the door from across the room but i hvae that figured out now thanks to all