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hehe can doors in the SW universe actually swing open? i thought they all had to slide ;) hehe anyway, i wouldnt mind seeing this myself...i can make doors swing, but cant seem to get a proper slide going on...

 

 

 

-Abs

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I created a door that slides up. It uses a switch to trigger to open. The switch is targeted to the door's targetname 'dt1' and has a classname value of 'func_usable'.

 

I then put a trigger_multiple brush over the switch; on both sides of the door. The trigger_multiple brush has a trigger texture on it. The angle of the button has the arrow pointing at the 'func_usable' switch (brush) in the top view. The trigger_multiple brush also overlaps the switch brush and is large enough for a player to move into and interact with.

 

Well when I go to use the switch to open to door I made, the door will usually jiggle fast without raising up. I have to press the switch a few times to get the door to go up. If I hammer the switch the door will just like vibrate up and down in place, not raising enough to see under it.

 

There are a few Reborns behind the door, and a few Stormtroopers too. Are the NPCs to close to the door on the other side and causing the door not to raise? Not sure why the door does not open smooth each time.

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If you have a working switch, what do you need the trigger_multiple for? Maybe that's your problem, either use just the trigger or just the switch (func_button). It doesn't make sense to have both right on top of each other.

 

 

Ok, I re-read the question. Now, don't use func_usable for the door. The door should be func_door and the switch should be a func_button or should be triggered by a trigger_multiple.

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The switch right now is a 'func_usable'. The door is a 'func_door', and the brush overlapping the switch brush is a trigger to press a button. The door is targetname 'dt1'. Both the switch and the trigger brush on top of the switch target the 'dt1'. The trigger brush over the useable switch has a trigger texture and is a 'trigger_multiple'.

 

I thought the 'trigger_multiple' was used so one could use the trigger more than once. Because I want to door to be opened and closed normally; not just once.

 

Any ideas what I should try to change?

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I have not acutally made a lift of eleavator yet. But this post from another map maker may help:

 

Make a brush for your elevator platform.

Place the brush in the position that the elevator will go to when you step onto it.

Select the brush, right click on it in 2d view, go down to func, and select func_plat.

With the brush still selected, hit N, and add a key named "height" with a value of the distance that the elevator will actually travel.

Basically, the platform starts out at "top position", and goes to "top position - brush thickness - height". If you wanted an 8-unit thick platform to start out at 0 and wanted it to go up to 256, you'd place the brush at 256, then set the height to 248 (256 - 8 - 248 = 0).

If you wanted the elevator to start at the top and go down, you'd place it in the bottom position and use a negative number for the height.

That's a really confusing explanation, but if you do it in the editor you'll see what I mean. I'm sure there's an easier way to do it, but this way does work.

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Originally posted by FEXX

The switch right now is a 'func_usable'. The door is a 'func_door', and the brush overlapping the switch brush is a trigger to press a button. The door is targetname 'dt1'. Both the switch and the trigger brush on top of the switch target the 'dt1'. The trigger brush over the useable switch has a trigger texture and is a 'trigger_multiple'.

 

I thought the 'trigger_multiple' was used so one could use the trigger more than once. Because I want to door to be opened and closed normally; not just once.

 

Any ideas what I should try to change?

 

 

A trigger multiple is able to to be triggered more than once but you don't need to apply that to another switch, a trigger IS a switch (well sort of).

Anyway, I think your problem might be that your using 2 different switches at the same time to trigger the same door. Imagine having 2 light switches for the same light in your house (like some houses have) and two people flip both switches at the same time, well the light's not gonna turn on is it? That's basically what you're doing here with this switch AND trigger thing. Get rid of either the switch or the trigger_multiple. Basically, a trigger just needs to be touched (by any manner) by the player to activate the door (ex. you can put the trigger right in front of the door and when the player walks up to the door and passes through the trigger, the door will open (or close)). As for the func_usable switch, i've never used func_usable to trigger a door before but if it works for you, great. However if you're still having problems with that, you might want to try to make the switch a func_button instead.

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Ah thanks for the input. Very useful.

 

Will have to mess around with the setup. But I agree, having to triggers is likely the reason the door struggles sometimes to open.

 

Got that original idea from looking at a door on the kejim map, then opened the map and looked at how the map was, and what their setup was, and replicated it. That is why I was wondering what was wrong. So I assumed if it works in the game map why not in my map basically. Likely assumed to much.

 

Now your input makes more since than the game's data, because more is likely going on that map than I may be aware of. Though I am pretty share I copied their method, but may be not.

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