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Possible? To blow a door open with explosives?

Posted: Mon Aug 11, 2003 7:23 pm
by Shortricci
Is it possible to blow a door open with explosives, as if the bomb was a trigger for the door to open?

If so how would i do this?

And would you use func> rotatingdoor? and set the speed it opens to a higher rate?

Thanks..

- Shortricci

Yes

Posted: Mon Aug 11, 2003 7:46 pm
by tltrude
Yes, that is possible, but a little complicated. It would be much easier to just make the door (or part of the door) a func_crate and set the health lower so the bomb destroys it.

This tutorial map has some doors like that:

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

Image

Posted: Mon Aug 11, 2003 8:22 pm
by Shortricci
An example of what i was thinking is on the first level in single player where he says "Powwel, check the door!"

And then they blow the door open. Wouldnt you just trigger it, to open very fast? With the T/N/T.

Well your the experts so tell me to shut up if im wrong :D

- Shortricci

Posted: Tue Aug 12, 2003 11:36 am
by mohaa_rox
i made a bombing anything u want tut. check it out some where.

and "powell check the door", followed by the ambush is probably made by a trigger over the door which also acts as a locked_door thingy.

Posted: Tue Aug 12, 2003 5:42 pm
by Shortricci
Ok m8

Ill have a look, i guess that its in the old tutorials section?

If i need some more help ill ask here!

Thanks everyone!

- Shortricci

door

Posted: Tue Aug 12, 2003 7:19 pm
by tltrude
If you place a script_origin near the door it can act as a fake player. In the script, you can tell the door to open for the fake player like this:

blowdoor:
$mydoor open $fakeplayer
end

For the speed, try putting key/value "time .1" in the entity properties of the door. Also set the "TOGGLE" flag for the door to keep it from closing automattically.

If the door has a targetname (like "mydoor") it will not open for real players and you can put a doorlocked trigger on it, if you like.

The bomb should have key "setthread" and value "blowdoor", as per the example above, so the door will open when the bomb goes off.

Posted: Tue Aug 12, 2003 9:15 pm
by Shortricci
Im not very good at scripting.

Is Blowdoor the setthread?

what does $mydoor represent?

the targetname?

and the same with $fakeplayer?

and another question::

Does the map have to be obj to have explosives in?

As mine is dm.

Thanks anyway

- Shortricci

Posted: Tue Aug 12, 2003 9:17 pm
by Shortricci
Im not very good at scripting.

Is Blowdoor the setthread?

what does $mydoor represent?

the targetname?

and the same with $fakeplayer?

and another question::

Does the map have to be obj to have explosives in?

As mine is dm.

Thanks anyway

- Shortricci

PS:: What do i put down for the T/N/T?

Thanks

objective

Posted: Tue Aug 12, 2003 9:47 pm
by tltrude
Normally yes, it has to be an objective map to use bombs. I don't think you are ready to do this. Just make the door brush a func_crate and blow it open with a granade or a gas barrel.

Posted: Tue Aug 12, 2003 9:52 pm
by Shortricci
Well never mind

But still ill put your ideas at work and create a obj map, Practice makes perfect. Plus then your help wont have gone to waste!

Thanks!

- Shortricci