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any one need the telephone :)

Posted: Thu May 01, 2003 2:06 pm
by vinyl
hehehehe :) sorry just messing around with a telephone box made me lol Image

Posted: Thu May 01, 2003 3:01 pm
by Bjarne BZR
Nice one!

But there werent a lot of infantry battels in England during WW2... so where would it fit in in the game? Maby a "what if" scenario, where the Germans invaded London :D

Posted: Thu May 01, 2003 4:36 pm
by vinyl
its going ritght in my map i ant doing a historc map so it will go in very nicely :) this is my first map so just a small DM map for my first may b next time i will do one that is historic


peace out!!!!!!!!!!!!!!!!!!

Posted: Thu May 01, 2003 10:26 pm
by wacko
Looks great!
I hope, it'll get / got breakable windows (does anyone know how to make a func_rotatingdoor brush breakable?) and a phone inside (can'T see it from this angle...)

Posted: Thu May 01, 2003 11:59 pm
by nuggets
will need to be made a script object not a func_rotatingdoor

1st place a trigger_multiple round it, give it
key: health
value: ## //number u'd like
key: targetname
value: unbroken_destroyer_trigger
key: setthread
value: unbroken_destroyer

and check the DAMAGE box

create a 2nd trigger over the door and use trigger_use
key: targetname
value: open_door_trigger
key: setthread
value: open_door

and a 3rd trigger where the door will move to and use trigger_use
key:targetname
value: close_door_trigger
key: setthread
value: close_door

create the 1st unbroken door and use
key: targetname
value: unbroken

create a 2nd broken door and use
key: targetname
value: broken

then scripting :D
main
thread door_to_break_setup
end

door_to_break_setup:
$broken hide
$broken notsolid
$close_door_trigger nottriggerable
end

open_door:
$open_door_trigger nottriggerable
$unbroken time 3
$unbroken rotateYup 90 //will probably need amending **
$unbroken waitmove
$close_door_trigger triggerable
end

close_door:
$close_door_trigger nottriggerable
$unbroken time 3
$unbroken rotateYdown 90 //opposite of previous **
$unbroken waitmove
$open_door_trigger triggerable
end

unbroken_destroyer:
$close_door_trigger nottriggerable
$open_door_trigger nottriggerable
$unbroken_destroyer_trigger nottriggerable
$unbroken remove
$broken show
$broken soild
end


there are many other ways as i'm sure more people will post :D

just look down here VVVVV :P

Posted: Fri May 02, 2003 12:22 am
by wacko
aaarggh! nuggets, you're outrageous! :wink:
I was hoping it's not possible :?
I have 4 pairs of glass doors, with surrounding breakable windows, so these doors are strange to be not breakable, but I thought, I could lay a huge brush with a R.I.P. texture over this f*** shopp!!

As far as I read this script, these doors won't close by themselves?
Do I have to do this script 8 times for each door?
Will they squeak?
Door is just breakable correctly in closed position? In the opened position, I would have to shoot where the closed one is? Wouldn't be a big problem, though, but could I bind it to the door?

Posted: Fri May 02, 2003 1:02 am
by nuggets
well you never said that :P

ermmm... it's outrageously impossible and don't know why u'd ever want 2 do such a stupid thing :lol:

on the other hand though, you could...

glue it to the door, you could bind but gluing works nicer, if that's a word :P

the other way then...

create the doors as u've already done, and give them
key: targetname
value: unbroken1 //etc... 2 3 and 4

then a trigger_use over the top
key: targetname
value: door1_trigger //etc... again 2 3 and 4
key: setthread
value: door1 //etc...

then a trigger_multiple over the top again
key: targetname
value: door1_breaker_trigger //etc...
key: setthread
value: door1_breaker //etc...
targetname: health
value: ## up to u again
and check the DAMAGE box

then a fx->debis->windowpane
key: targetname
value: door1_glass //etc... or the last time 2 3 and 4

then the new script:
main:
end

door1:
self nottriggerable
$door1 waitthread door_mover
self triggerable
end
door2:
self nottriggerable
$door2 waitthread door_mover
self triggerable
end
door3:
self nottriggerable
$door3 waitthread door_mover
self triggerable
end
door4:
self triggerable
$door4 waitthread door_mover
self triggerable
end

//all will then read this script
door_mover:
self time 3
self rotateYup 90
self waitmove
self wait 5
self rotateYdown 90
self waitmove
end

//and then the broken bits, as you won't want a door left you don't need a setup in main :D

door1_breaker:
$door1 remove
$door1_trigger remove
$door1_glass anim start
wait 1
$door1_glass remove
end
door2_breaker:
$door2 remove
$door2_trigger remove
$door2_glass anim start
wait 1
$door2_glass remove
end
door3_breaker:
$door3 remove
$door3_trigger remove
$door3_glass anim start
wait 1
$door3_glass remove
end
door4_breaker:
$door4 remove
$door4_trigger remove
$door4_glass anim start
wait 1
$door4_glass remove
end


//i should b in bed :( it's 2am

Posted: Fri May 02, 2003 1:55 am
by vinyl
oioioi WowoW nice one nuggets i have bin playing around with the func_rotatingdoor on it & had no luck so big thanks i will give it go nice one

Posted: Fri May 02, 2003 9:56 pm
by nuggets
no probs, any trouble u'll know where i am :D

no

Posted: Fri May 02, 2003 10:21 pm
by tltrude
There is exploding doors in my tutorial map, but they are not glass.

http://pages.sbcglobal.net/tltrude/Temp ... ngdoor.zip



Image

Posted: Fri May 02, 2003 10:29 pm
by wacko
i will come back to this when i have more time, itm, i have to try to earn some bucks and to spam the forum :wink:
looks quiet promising and as the fps in my shopp are soo low anyway, this won't hurt much 8)

Posted: Sat May 03, 2003 6:20 am
by mohaa_rox
looks very cute.

Posted: Sat May 03, 2003 10:39 am
by vinyl
cute hehehe

Posted: Sun May 04, 2003 1:31 am
by wacko
errrm, can't get it working :cry:
I used the already existing doors in the map, just checked the 'don't link' to separate the two wings.

then I followed your 'tut':
gave the doors their targetname unbroken1 etc (this never reappears in the whole script, is this okay?)
made the trigger_use, the trigger_multiple (you wrote targetname: health
value: ## - i did key:health/value:##)
, the fx/debris/windowpane (which is already visible at levelstart)
put the code into the script, but:
it doesn'T work. Shooting at the doors makes the debris thingies disappear, but the doors stay as and where they are.

Any ideas?

Posted: Sun May 04, 2003 9:33 am
by wacko
one step further:
I replaced the $door1... by $unbroken1..., now the doors are opened by the trigger_use and are removed when shot.

But: the fx/debris/windowpane (i.e. door1_glass...) I don't understand.
It is visible immediatly, and not showing up when the door is shot and what is it good for? It's some windowframe pieces and would look wierd even if it would just be visible for 1 sec when the door is shot!?
I think, I'll try some pieces (especially the handles lying on the floor) that appear (and stay) when the door is shot. Or was it good for sth else?

2nd, the door_mover: Is there a way to make it act like a door with alwaysaway=1? Now it turns the door just ccw, so atleast I'd have to insert a variable to let the two wings of one pair of doors open the same direction...
And how can I speed up that doors