Prevent Door From Opening/closing?

RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
Is there a way to make it so a door can't be opened/closed if a player is standing in a certain place? I have a door in the celing of a cargo room thing witha crate hanging through the opening, and when you open the door into that room the door in the ceiling closes and then the door to the room opens. Is there a way to make it so when someone is in the room it can't be shut which would open the airlock? I want it to display a message instead of closing if someone trys to close the door while someone's inside.

Hope that made sense...

Comments

  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    Maybe this pic will help:
    <img src='http://gamefaqstuff.homestead.com/files/NS_map1.JPG' border='0' alt='user posted image'>
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    Got another problem too... When I try to drop stuff under a func wall window in the celing it doesn't let me, how can I fix this? Pics:
    <img src='http://gamefaqstuff.homestead.com/files/NS_map2.JPG' border='0' alt='user posted image'>
    <img src='http://gamefaqstuff.homestead.com/files/NS_map3.JPG' border='0' alt='user posted image'>
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    make the window func_seetrough.
    But funcseetrough with an player amount lower than 0 can be shoot trough.

    Another way can be a func illusionary with the invisible from top flag AND a clip brush. You cant shoot trough but skulks cant climb it.

    Such airlock doors are possible with multimanagers or trigger_changetarget.
    Seen it in ns_cydonia (no idea if thats buggy).
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    <!--QuoteBegin--Ollj+Apr 17 2003, 03:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Apr 17 2003, 03:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Such airlock doors are possible with multimanagers or trigger_changetarget.
    Seen it in ns_cydonia (no idea if thats buggy). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Thanks, I didn't know comm could drop stuff through a func_seethrough.

    I'll try messing around with this "trigger_changetarget".
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--RPGreg2600+Apr 17 2003, 11:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RPGreg2600 @ Apr 17 2003, 11:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Is there a way to make it so when someone is in the room it can't be shut which would open the airlock?

    Hope that made sense...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Start with the <a href='http://www.natural-selection.org/Mapping_Guidelines.html#trigger_presence' target='_blank'>trigger_presence</a> entity to detect when a player is in the room. Use this entity to disable the master of the <a href='http://collective.valve-erc.com/index.php?ent=func_door' target='_blank'>func_door</a>, which will make it so that it can't be operated.

    The <a href='http://collective.valve-erc.com/' target='_blank'>VERC Collective</a> has information on the generic Half-Life entities that are required to wire the logic for the door -- if you use the func_door link above, that should get you started.
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    And would the door work again once the player left?
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited April 2003
    <!--QuoteBegin--RPGreg2600+Apr 17 2003, 02:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RPGreg2600 @ Apr 17 2003, 02:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And would the door work again once the player left? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yes, if you set the trigger_presence exit target to reenable the master

    EDIT: meaning the Deactivation Target
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Trigger presence can be tricky because of teleport, blink and other high speed moving when you use it on a door that needs longer than 0 seconds to open/close.
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    I could also activate a trigger_hurt that does like 1 damage every second if the door is shut while you're in there <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Do trigger hurts affect buildings though?

    I've also got a problem with doors, I just noticed that they can't be re closed... The switch is flipped but nothing happens... Can you not reclose 'em if you use a multimanager?
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