Need An Intelligent Automatic Door.

OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">Other forums or tutorials didnt help.</div> I want door that opens automatically (if not already open) if anyone is inside of a field [trigger_multiple] and closes automatically if noone is inside the same field.

Now, do I need a closing- another opening-field and some trigger relays or is there a simpler way?

An example map is better than any long detailed explanation.

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited December 2002
    <b>trigger_presence
    DUH!</b>
    Okay that was what I searched, just didn't remember.

    btw:
    This trigger has a bug if you leave and enter rapidly serveral times AND if "time before leave fires" is bigger than 0
    The Bug is; then the trigger behaves vise versa (door closes if inside and opens if outside).
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Either make a larger trigger brush, or drop the time delay accordingly. Also make sure the field is on the ground, so that it doesn't get messed up by flying lerks who zip by at supersonic speeds.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited December 2002
    I cant prevent supersonic-speed-bugs because of teleporting <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> , teleporting fades and jumping <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
    So this is ideal for important doors.
  • WraithOfDarkWraithOfDark Join Date: 2002-10-01 Member: 1393Members
    I have 4 such doors in my 'central courtyard', I use 1 trigger to cover both sides of the door and they are pretty chunky things. I have noticed them messing up sometimes and behaving extremely strangely. Guess I better flatten out the trigger_presence and make it longer. I 'assumed' they had to be pretty big to fit a whole marine in.
  • WraithOfDarkWraithOfDark Join Date: 2002-10-01 Member: 1393Members
    I have figured out how to make doors which are near impossible to 'screw up'.
    Place the door and set its close delay to anything other than -1, leave 'use only' and 'toggle' flags unchecked.
    Draw a block brush that extends either side of the door and convert it to a trigger_presence. Add the door to its 'activation target' property and leave all others blank.

    The trigger will open the door and it will then close itself. Running in and out of the trigger like a nutcase has no adverse affects, at least not any I have been able to find.
    Checking the 'toggle' flag in the door entity means it can easily get reversed.


    Correct me if I'm wrong, I've only been mapping for a week.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Wraith is correct; that will prevent the trigger from getting "confused." However, I gather that's not entirely the effect he's going for; he wants the door to remain open when someone is next to it, and remain closed when no one is.

    What you need is some sort of "trigger_antipresence" or something... sorry I don't know more about mapping.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    This is something that eats up about five entities and a section of map off in a corner somewhere... but it's a solution to convert <b>any</b> 'toggleable' entity to one with one with an 'open now' target and a 'close now' target.

    First off, make a hollow box somewhere off the main map.

    Now, place two 'func_buttons' set to be triggered by 1 point of damage, point both of THESE at the door with the 'toggle' flag set. Place them at one end of the box, moving away from the other end of the box and into the wall.

    Next, place two shooters of whatever type or style you want at the other end of the box, something that does one bullet, instant impact, and is quiet is best.

    Now, place one door with the same targetname as your 'real' door in the middle of the box, blocking the path from one shooter to one button, set up to 'move' between the two paths to block only one path. Make sure it's set to 'toggle' mode, same as the 'real' door. If you're careful, you can make it the same brushwork as the 'real' door to save one entity.

    Now you have a very nice and simple 'open' and 'close' trigger by targetting the two shooters. :-)

    As a bit of information, this same construction expanded greatly can be used to make combination-locks inside a level that can actually be changed in real-time. :-) But, sadly, Q3A removed this functionality when they removed the 'toggle' flag from doors. I can detail THAT construction, if anyone wants to chew up 30 entities making a door that the Marines can lock out with a combination that the Aliens have to hunt down and find, but the Commander can still open and close at will. :-)
  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    <!--QuoteBegin--WraithOfDark+Dec 21 2002, 10:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WraithOfDark @ Dec 21 2002, 10:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I have figured out how to make doors which are near impossible to 'screw up'.
    Place the door and set its close delay to anything other than -1, leave 'use only' and 'toggle' flags unchecked.
    Draw a block brush that extends either side of the door and convert it to a trigger_presence. Add the door to its 'activation target' property and leave all others blank.

    The trigger will open the door and it will then close itself. Running in and out of the trigger like a nutcase has no adverse affects, at least not any I have been able to find.
    Checking the 'toggle' flag in the door entity means it can easily get reversed.


    Correct me if I'm wrong, I've only been mapping for a week.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    how is commander able to operate these doors? ok?
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