FarbrorGnur Posted July 3, 2012 Posted July 3, 2012 I'm trying to make a rotating door, for JK2 singleplayer. //Generated by BehavEd rem ( "comment" ); affect ( "rotadoor1", /*@AFFECT_TYPE*/ FLUSH ) { task ( "drota1" ) { rotate ( < 0.000 -90.000 0.000 >, 2500.000 ); do ( "drota1" ); } } wait ( "7000" ); affect ( "rotadoor1", /*@AFFECT_TYPE*/ FLUSH ) { task ( "drota2" ) { rotate ( < 0.000 0.000 0.000 >, 2500.000 ); do ( "drota2" ); } } I've followed this tutorial. This is the script, which I've compiled to ibi, and is located like: scripts/reference/dooropener. The map contains a func_static, whose script_targetname is rotadoor1. A trigger_multiple outside the door on both sides is targeted at a scriptrunner with count -1 usescript reference/dooropener. I haven't areaportalled like in the tutorial, and only using a single door. I don't see what's wrong though, it won't move or react at all though. I've tried placing all the files used in a pk3, and such. Anyone with some experience with scripts?
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