How Would I Do This

OlmyOlmy 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

  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    a brush with a func_trigger texture that targets the doors?
    not sure, never done this before
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    i thought that too (but using a multimanager) but i can't find a func_trigger. strange i thought that existed...
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    There is a func_presence, or trigger_presence or something similar that is listed in the NS specific entities section of the mapping guidelines.

    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).
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    Or just use a trigger_multiple that targets the doors and has a longer reset time than the time when doors open, wait and close. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    i'll put it on delay thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    My method is nice, the momentary door. Gives you quite a bit of freedom. Heres how to do it:

    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.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    giving these suggestions a go, i'll post later thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • BrodinBrodin Join Date: 2003-10-13 Member: 21655Members
    edited October 2003
    on the subject of doors, what are the angles for each direction? (left, right, up, down)

    all i know is that -1 is up. =/
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited October 2003
    i found that the trigger multiple works best. thanks everyone anyways <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. basically now i have sliding doors which appear to have transparent glass in them. this wouldn't be possible with single entities as the rest of the door frame would become transparent , so i basically created seperate doors foor the glass and door frame, which are perfectly synchronised, and appear to be one object instead of 2 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. i'll post screenies soon. (it's for my new ready room)

    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.
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    That is correct Edgecrusher. And as for up/down, you simply select it in the pull-down menu besides the circle (in Hammer). <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    angle: -1 = up, -2 = down, 0-360 = compass direction
    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.)
  • AtomAtom Join Date: 2003-01-05 Member: 11840Members
    is there no way to make a door open at a diagonal angle ? like 90 accross AND up ??
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited October 2003
    to atom: not that i am aware of i'm afraid. i think it can only have one directional displacement like up or down or in the polar coordinates (0 - 360)

    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-->
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    No, you will need to use a func_train as your door.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    oh yeah and you give the func_train a path_track, and use it like a dead end?
  • AtomAtom Join Date: 2003-01-05 Member: 11840Members
    sigh, im c*** with func_train i get confused after a while (yes yes noob mapper <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->), i had such a gr8 i dead for a door too ...
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Describe the door, and we'll take a crack and describing the entities required to do it! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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