Page 1 of 1
neebie question
Posted: Wed Aug 20, 2003 12:25 pm
by chad
okay i got my door that i want locked and i have reaad tutorial after tutorial and still i dont understand how to lock it i have other post with pplz explaining it and well i need it explained step by step for me to understnd i would be happy if someone could help me out.
Posted: Wed Aug 20, 2003 11:50 pm
by crunch
You don't actually lock your door. You simply create a door from a brush, and DO NOT apply an origin, or make it a func_door.
A simple brush will do for a locked door.
For the sound for your locked door, you need to create a trigger_use in fron t of your door, and give it the k/v pair of targetname/door_locked
And in your script between prespawn and spawn, exec global/door_locked.scr
Wood is the default locked sound, but you can change the sound with $type/metal as another k/v pair.
Kill Ya Later!
i'm soooooo stupid
Posted: Thu Aug 21, 2003 9:18 am
by chad
And in your script between prespawn and spawn, exec global/door_locked.scr
Wood is the default locked sound, but you can change the sound with $type/metal as another k/v pair.
well i dont understand this part cause i dont have a script at all and i dont know how to make one. if u could tell me i would be soooooo

script
Posted: Thu Aug 21, 2003 2:23 pm
by tltrude
Give us the name of your BSP file, and which folder it is in. Do you know how to make a trigger_use and give it a targetname?
yes
Posted: Sun Aug 24, 2003 3:21 am
by chad
first off yes i know ow to make a trigger_use and the target name. and how do i send the bsp. file to u i aint shaw if i cando it through the forums or if i gotta send it to ur e-mail. and the folder it's in? cause i got in a map directory and theres like 20 other maps.
Posted: Sun Aug 24, 2003 5:12 am
by crunch
I am almost certain that he needs only the NAME of your .bsp file and the folder (type of map) it is in so that he could write a simple script for you to get your doors working.
It would be something like this:
main:
level waitTill prespawn
exec global/DMprecache.scr
level.scr=maps/dm/<yourmapname>.scr //Here's the reason he wanted
// to know where your file was. Notice, in this version, the file would be
//found in the dm folder, if it were an obj map, you would have "obj" in
// place of "dm"
exec global/door_locked.scr// This line will make
// your door sound work when you save this as yourmap.scr and place it
// in the same folder as your .bsp file.
level waittill spawn
end
Hope this helps.
Kill Ya Later!
Posted: Sun Aug 24, 2003 7:59 am
by chad
oh okay kool my map name is "bein_attacked.bsp" thanx for your help
Posted: Sun Aug 24, 2003 12:15 pm
by chad
i cant get it.
if someone could make the script for me it would be cool. but for the map name part, just put in brackets (your map name here). And also how do i use the script when testing the map can i use it with the .bsp file (if so then do u leave the script in the same folder as the .bsp or do u gotta make it a .pk3 before the door script will work.
Posted: Sun Aug 24, 2003 1:08 pm
by chad
woooooooooooohoooooooooooooooooo kool it's okays now pplz thanks very very much for all ur help it was so good i got it my door makes the locking noise. YEAH finally!
for those with the same problem i used this script:
main:
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
exec global/door_locked.scr::lock
level.script = maps/dm/yourmapname.scr // Change this
exec global/ambient.scr mohdm7 // Background sound
level waittill spawn
end
and make a brush with a trigger texture on it. then right click on it in the 2d view and go to trigger use. and put it in front of the door.
thats all i did and YES FINALLY IT WORK!!!
thank you so so much pplz.