Doors

BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
<div class="IPBDescription">I don't get it....</div>i've used doors sucesfully in normal HL maps, but when it comes to NSTR, i just can't seem to get them to work. is there something special i have to do?  theoretically i should be able to just tie a brush to an entity (func_door) and let it go. it might go in the wrong direction, but it'd do something. when i do this in NSTR, it doesn't do a thing. i run up to it and it moves not a millimeter. am i missing something?

edit- forgot to add, i don't know how to have a door trigered. like when a marine/alien runs up to the door, just before they get to the door it opens. i'd like to know how to do that too.

Belg

Comments

  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    use a trirger_multiple to trigger the door, and use your door's targetname as target. i think that should work.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    i don't think i understand, and i don't think i explained it quite well enough. in my map, i'm going to have a large door, which will actually be two doors, that go to either side when triggered. you might have thought of that when saying the 'trigger_multiple', but i'm still confused on how to trigger both doors at the same time with one entity. can you put more than one name in the target? and should the target of the trigger be the name of the door?

    Belg
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    just give both doors the same targetname "door" for example (make sure there are no other "items" using this name", make a brush and tie that to a trigger_multiple, set target to the targetname of the 2 doors ("door" in this case).Now when a player "steps on" the trigger_multiple it'll activate the target, since both doors have the same targetname they'll both get activated

    sorry dunno why your doors aren't working, never tried mapping for NS



    <!--EDIT|InterFect0r|Sep. 28 2002,12:21-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Doors in NS don't work like regular HL doors, becuase of changes to the code Flayra made for commander mode.  Doors, platforms and some other entities (I forget which) that normally detect the presence of a player, no longer do so.  This means they must be triggered by another entity, such as a func_button or trigger_multiple.



    <!--EDIT|ChromeAngel|Sep. 28 2002,17:26-->
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    hmmm.. that's good to know. thankyou.  would you like to expound on that trigger_multiple for me? ^_^;;

    Belg
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    trigger_multiple is an invisible, intangible brush entity.  Each time a player walks into it it activates the entity named in it's "target" property.   The entity you want to be activated is named using it's "targetname" propery.  You can give several entites the same "targetname" and they will all be activated at the same time.

    The offical gen on trigger_multiple is on the <a href="http://www.valve-erc.com/entities/?entity=trigger_multiple" target="_blank">Valve ERC</a>.  This is basic HL stuff and froms the basis of a lot of "scripted events" in HL maps.



    <!--EDIT|ChromeAngel|Sep. 28 2002,17:57-->
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    The other entity was called trigger_presence <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
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