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Rot-Dorr-up? ...
Posted: Wed May 19, 2004 8:40 pm
by HyperKiller
well, i have built a test map and i cant set the rotating doors to open upwards.in the entity window i have pressed the
button (i assume that means up)--> angle -1
now; where is the catch or do i must see a mental doctor
?
and there is another problem:
i have selected the option(dont know the name) that creates a small text window in textures window in MoHradiant. now when i disabled it the texture window doesn't work. i think it is looking for nameles textures
.
?!?
Posted: Wed May 19, 2004 10:22 pm
by blue60007
I'm not sure if you can rotate doors upwards

, but I do know you can use a func>door and make it slide up.
Well actually you can rotate pretty much anything upwards via scripting...
Posted: Wed May 19, 2004 10:30 pm
by diego
In order to get a door to rotate up or down, you have to script it manually. This is a link to Tltrude's door tutorial file. It has examples of just about every type of door you can imagine. Load it up in radient to see how they are built. The script file is easy to understand and translate over to your own needs. I used this in my map and it works fine.
http://smallsumo.leveledit.com/tltrude/Temp/door2.zip
Posted: Wed May 19, 2004 10:40 pm
by Master-Of-Fungus-Foo-D
well, that little text window is so you can type in only the textures you want.
For instance, if you slected common from the textures tab, you could type in the name of a texure instead of having to look all over the place for it! Isnt that cool. (EG.= lets say you ere looking for caulk[you know that blank_lightmap texure looks EXACTLY like it] and you tye in that texture window "caulk", the texure EXACTLY named "caulk" would come up in the window. But it dosnt work all the time on my two computers... i dunno why...
Posted: Wed May 19, 2004 11:57 pm
by lizardkid
wow, tltrude's probably the leading authority with the tut maps.....

Posted: Fri May 21, 2004 10:29 am
by Master-Of-Fungus-Foo-D
I know just what line you need in your script!!
but that might not be it. look back in the area-portals tut. Thats were i found it!
move
Posted: Fri May 21, 2004 10:52 am
by tltrude
You have to add the command "move" or "waitmove" after that line.
==================================
//------------------------------------------
// trap_door
//------------------------------------------
trap_door_mover:
$trap_door_trigger waittill trigger
$trap_door time 2
$trap_door playsound door_wood_open_move
$trap_door rotateXup 90
$trap_door waitmove
$trap_door playsound door_wood_open_stop
wait 20
$trap_door playsound door_wood_close_move
$trap_door rotateXdown 90
$trap_door waitmove
$trap_door playsound door_wood_close_stop
goto trap_door_mover
end
==================================
The axis (X,Y, or Z) depends on which way you want it to open. You also need an origin brush where you want the hindge to be. And both brushes must be a single script_object.
Posted: Sun May 23, 2004 6:46 pm
by LeadHead
dude!!! is this all from memory tom trude?!?! man i would love to know as much as u do lol