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How do i make a garage door?
Posted: Sun Jul 27, 2003 1:43 am
by 007craft
I downloaded this map thats called door2 from some guy on the forums here and it has a nice garage door.. Can some1 go about telling me how i can make one like that except with a button u push instead of an auto sensor?
here is a link to the thread with the map in it
/forum/viewtopic.php?t=3620&highlight=garage+door
Posted: Sun Jul 27, 2003 2:08 am
by Alcoholic
hey, hes a great man you could at least call him by his name..
make a button, put a trigger_use around it, make the trigger target the door.
Posted: Sun Jul 27, 2003 2:17 am
by 007craft
well actually i cant get it to work with cut and pasting it.... cause i need to rotate it to face the right way in my map and then it wont open properly.. and also i have no clue how to do what u just said lol
script
Posted: Sun Jul 27, 2003 5:05 am
by tltrude
The script makes it open and close the way it does. So, you would have to change the script thread for that door. It rotates up (or down) and moves in a direction all at the same time.
Change one (or both) triggers to "classname trigger_use" and they will work as switch triggers.
Posted: Sun Jul 27, 2003 5:13 am
by 007craft
yeah i have no clue how to change those.. i can open the script but my entire script file is all copy + paste and i have no clue what any of it means. Perhaps You could go about creating a tutorial step-by-step (with pictures

) on how u built your garage door?
what i really want is a garage door that u have to click to open like a door and it will open like youres does. I dont really want those sensors there.. I would like to remove them actually
I know nothing of triggers and how htey work.. below is your script file. perhaps u could change the values i need for me or at least tell me which values i need to change?
garage_door_mover:
$gdoor_hook time 5.8
$gdoor time 5.8
$gdoor_trigger triggerable
$gdoor_trigger waittill trigger
$gdoor_trigger nottriggerable
$gdoor_motor loopsound lighthouse_run
$gdoor playsound m2l1_gate_open
$gdoor_hook moveWest 132
$gdoor_hook move
$gdoor moveWest 136
$gdoor rotateXdown 90
$gdoor waitmove
$gdoor_motor loopsound lighthouse_run wait
wait 20
$gdoor_motor loopsound lighthouse_run
$gdoor playsound m2l1_gate_open
$gdoor_hook moveEast 132
$gdoor_hook move
$gdoor moveEast 136
$gdoor rotateXdown -90
$gdoor waitmove
$gdoor_motor loopsound lighthouse_run wait
goto garage_door_mover
end
Posted: Sun Jul 27, 2003 5:28 am
by Alcoholic
when you copy code, try to understand what each thing means. when i was still learning the basics, i didnt write anything into my script until i figured out what it meant.
thread
Posted: Sun Jul 27, 2003 5:31 am
by tltrude
garage_door_mover:
$gdoor_hook time 5.8
$gdoor time 5.8
$gdoor_trigger triggerable
$gdoor_trigger waittill trigger
$gdoor_trigger nottriggerable
$gdoor_motor loopsound lighthouse_run
$gdoor playsound m2l1_gate_open
$gdoor_hook moveWest 132
$gdoor_hook move
$gdoor moveWest 136
$gdoor rotateXdown 90
$gdoor waitmove
$gdoor_motor loopsound lighthouse_run wait
wait 20
$gdoor_motor loopsound lighthouse_run
$gdoor playsound m2l1_gate_open
$gdoor_hook moveEast 132
$gdoor_hook move
$gdoor moveEast 136
$gdoor rotateXdown -90
$gdoor waitmove
$gdoor_motor loopsound lighthouse_run wait
goto garage_door_mover
end
You must make some kind of effort to understand what the script does. The axis of rotation is X and the directions are West and East.
Posted: Sun Jul 27, 2003 5:32 am
by Alcoholic
doesnt a goto automatically end the thread?
Posted: Sun Jul 27, 2003 5:38 am
by 007craft
now i rotated the garage door for my map... dont I need like sout and north now instead of east + west?
goto
Posted: Sun Jul 27, 2003 5:40 am
by tltrude
This thread is a goto loop. After the door opens and closes, it start over and waits for the trigger to be activated again.
yes!
Posted: Sun Jul 27, 2003 5:45 am
by tltrude
Now you are getting it!! You may also have to change "rotateXdown" to "rotateYdown" because you are changing the axis of rotation.
Note: "rotateXdown -90" really makes it go up because the number is negitive.
Posted: Sun Jul 27, 2003 5:46 am
by 007craft
oh wait nvm... let me try soemthign first
Posted: Sun Jul 27, 2003 5:55 am
by 007craft
hmm... when i cut + paste the script exactly without changing anything my door opens but I fliped the door 180 degrees and now my garage door opens the wrong way.. so which value exaclty do i change in the script to make it open in the opposite direction of the direction it currently opens from your map?
try
Posted: Sun Jul 27, 2003 6:07 am
by tltrude
Try flipping the directions (West to East, and East to west). The axis should be the same (X), but you may have to change the sign on the numbers (90 or -90).
Posted: Sun Jul 27, 2003 6:14 am
by 007craft
ok i did all that and its working now except for 1 small problem.. when the garage door opens it doenet go up enough.. it only like slides halfway up and to the right so i can duck under the open dorr hovering in the air and so i can jump on top of it.
what do i change to fix that?
EDIT: heres a picture of whats going on
http://www.funtigo.com/oo7craft?b=55797 ... 0&nav=next