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doors

Posted: Wed Apr 21, 2004 2:27 pm
by dr shenker
how do i make it that you must unlock the door from another place as where the door acualy is?
:?:

trigger

Posted: Wed Apr 21, 2004 3:30 pm
by tltrude
This Tutorial map has a doors like that.

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

Image

Posted: Wed Apr 21, 2004 4:12 pm
by dr shenker
thank you
but i don't know how to juse targets or triggers
can you explain that to me?

Posted: Thu May 06, 2004 8:51 pm
by RiceKrispies
Well first find your spot to put your trigger (or your "switch" so-to-speak). Once you find the spot you can make our own switch looking brush or use a model, but thats not important. Thats just there to look like a switch, and tell you where it is.

Then place a brush over it, then right click and select func/trigger/use. It should green, transperant texture over it now. Now with that still selected open your entity window (N), and in the blank where is says "key" put this in: "target" (without the quotes). Then in the "value" blank put: "door1" (or anything you want to name it and of course without quotes).

Now once you've built your door select it and open your entity window once again. In the "key" blank put: "targetname" (without the quotes again). In the "value" blank type: door1 (or whatever you named your door earlier)

There should now be a blue line connecting the switch and the door. If you've got that, your almost done. Now with the door still selected and the entity window still open, select the checkbox that says "targeted" which is right above the key and value blanks.

If you have any questions E-mail me at rk@ck-clan.com . Or AIM me at midgetmafia00. Hope it helps!

Posted: Thu May 06, 2004 11:20 pm
by blue60007
But if you don't want to open it, just unlock it you can make the trigger_use and door like the others said. THen in the script you can do:

(with the door targetname of door1 and the trigger_use a targetname and setthread of door1_unlock)

Code: Select all


door1_unlock:

$door1 unlock

end
likewise to lock it again just add:

Code: Select all


$door1 lock
if you had a trigger_use on the other side to lock it...

Posted: Fri May 07, 2004 5:07 pm
by dr shenker
but where and how do i script??

and for that switch, can i just use a little peice of a wall(in a different brush offcourse) ?

Posted: Fri May 07, 2004 5:11 pm
by blue60007
dr shenker wrote:but where and how do i script??

and for that switch, can i just use a little peice of a wall(in a different brush offcourse) ?
well make a file in Notepad and call it mymapname.scr, of course change mymapname to whatever it is. Put this with your bsp file. Then what type of game is it? (DM, SP?) then I could get you set up...


Well you can use anything to be your 'switch' of course the actuall switch will be a trigger_use you should have something to mark the location of the switch...

Posted: Fri May 07, 2004 5:13 pm
by dr shenker
blue60007 wrote:
dr shenker wrote:but where and how do i script??

and for that switch, can i just use a little peice of a wall(in a different brush offcourse) ?
well make a file in Notepad and call it mymapname.scr, of course change mymapname to whatever it is. Put this with your bsp file. Then what type of game is it? (DM, SP?) then I could get you set up...


Well you can use anything to be your 'switch' of course the actuall switch will be a trigger_use you should have something to mark the location of the switch...
do you have msn??
add me if you have it::jorenvdb@hotmail.com

that is easyer to talk

Posted: Fri May 07, 2004 9:12 pm
by blue60007
No sorry...

Tell me what type (DM, OBJ, etc...) you are doing and I'll send a script to you via email...

Posted: Fri May 07, 2004 9:38 pm
by dr shenker
DM
and i want to make 5 doors like that

Posted: Sat May 08, 2004 3:57 am
by fuhrer
i have a door like this in one of my maps

rotating door,

targetname
door1

soundlocked
door_metal_locked1

add a switch, right click > animate > equipment > electric_switch_nopulse

add a trigger use infront of the switch

setthread
door1_key

SCRIPT:

before level waittill spawn add

Code: Select all

$door1 lock
level.door1_locked = 1
then add this thread

Code: Select all

door1_key: 
	
    	if (level.door1_locked == 1)
	{
	$door1 unlock
       	level.door1_locked = 0
	$switch1 anim on
	iprintln "Door1 unlocked!"
	end
	}
	if (level.door1_locked == 0)
	{
	$door1 lock
	level.door1_locked = 1
	$switch1 anim off
	iprintln "Door1 locked!"
	end
	}