How Would I Do This
Olmy
Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
<div class="IPBDescription">triggering a door</div> Basically i want a pair of sliding doors to open when i approach them. Unfortunately for some reason beyond my understanding, in ns it is necessary that you specifically trigger the door with another entity. (you can't set them to open on approach apparently) SO how would i make an invisible trigger that would cover the door and some of the surrounding area so that the door gets triggered when you walk into this space? Stupid question i guess.
Comments
not sure, never done this before
Make one of those and set it to target the door when a player enters the area. You can then set it to trigger the door again when the player leaves or set the door to automatically shut after a few seconds...
However setting it so the door only shuts when the player leaves the area can be dangerous because if the player leaves before the door finishes opening then the door will stay open (and then it'll shut as soon as the player enters the area).
1-Make brush(es) for door.
2-To Entity > momentary_door (seperately if double doors)
3-Give it a name, for example "door1", If it is double doors opening at the same time give them the same name.
4-Add in sounds etc. Use the Circle thing to decide in which direction the door moves at. To go up or down type "Up" or "Down" instead of the angle.
5-Create another brush which will act like a tripwire to open the doors when passed through.
6-To Entity > trigger_presence
7-Target to "door1"
8-Put the activation / de-activation settings to "door1"
9-Change Speed to suit.
all i know is that -1 is up. =/
in reply to brodin : the left right up down angles are related to the angles in the top down mode. the angle starts at clockwise 90 degrees (which is the polar coordinate system if i recall, feel free to correct me anyone). and it moves around anticlockwise going all the way around to 360 (or 0, however you see it). So when you make a door, look at the direction you want it to shift in on the top view, and use the yaw thing. (the big black circle with what looks like a minute hand) to choose your angle. Or type it in. I wasn't sure exactly what you were asking but i think i covered it. Reply if i misunderstood you.
But you can also delete the angle specific and replace it by 'angles' when you disable smartEdit. This takes 3 values for the rotation on the X, Y and Z axis. (Don't know about the order though.)
btw nerd, why did you just repeat what i said <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> (polar coordinates aren't the same as compass coordinates). the other stuff was relevant though.
[edit] what nerd said about disabling smartedit and entering in the x, y, z values manually, would THAT allow you to have a door with horizontal and vertical velocity? i'm probably wrong atom <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->