Func_door bugs....wtf!?!?!?!?!?

badmofobadmofo Join Date: 2002-01-28 Member: 121Members
<div class="IPBDescription">I'm gonna kill myself soon</div>ok - someone please tell me they have encountered these problems too and it's a bug in NS and not just me going crazy.

Doors (regular and rotating) - don't seem to work at all if you ask them to "start open."  Doors that are targeted by a func_button don't seem to open.  Some doors...targeted or not, flagged to "start open" or and flagged to "use only" or not sometimes just don't work.  What is the dilly with doors in NS?  Most recently - i have a door that rotates that i can't get to open for the life of me.  I put it into a map by itself and it's fine...then i copy and paste it back into ns_sync...and it doesn't work.  When i target it, it plays a door sound (like it's opening) - but it doesn't go anywhere...what gives?<!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->?<!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->

Comments

  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i tryed to do a func_button opening a door and it didnt work, but i though it was my lovely WC which just shitted out, mmmmm, NOW i know it is all a NS dev team complot not to let mappers use func_buttons!!!!!!

    lol, just joking, what i did was use a trigger_multiple very near the door at both sides so that when you walk through it, it just opens.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    No idea. But I do remember you having problems with copy and pasting stuff before. Don't remember if that was the issue or not, but perhaps if you built the door in ns_sync rather than in a seperate map to begin with, you wouldn't run into the problem.

    *shrugs*
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Shouldn't be a problem with func_buttons.  I have them all over my map and they work fine.  Maybe there is something strange happening in the cut&paste process?  The only thing about doors is that they won't open when bumped into (like normal, untargetted HL doors), and they can't be opened by 'use' directly on the door.

    I also have several sets of doors set to 'start open' that work fine, but these are all only closed/opened by welding and weld-breaking (they are targetted by the func_weldables).



    <!--EDIT|Relic25|April 24 2002,21:48-->
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    I have no problems with doors to report. That includes doors that start open or open by htting use on the door.

    I am pretty cautious about how and what I copy and paste, but for no technical reason; just what I could only describe as superstition.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    I encountered this problem in normal HL when I had a group of four func_trains, with the same name, being targetted by a path_corner's fireonpass key. The func_trains would make their movement sound but wouldn't actually move. Something about fireonpass, it didn't like targetting more than one entity.

    As for func_doors, I'm not sure. The only way I can get them to open in NSTR is to have a usable func_button or a trigger. In most cases I use momentary_doors or func_trains instead of func_doors, since I like tying effects to them. Func_train is far more easier to control and manage if its part of a scripted event (Like a decompressing airlock), plus it can crush things in the way.

    HULK SMASH!
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    very strange...no ideas.
    guys, i think mofo designed the door first in ns_sync, btw,then pasted in another map,to check it out <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    I have some rotating doors in Hera which I want to start open, but setting the start open flag doesn't work.

    I make them start open, I have to have a trigger_auto to target them at the start of the map.

    Also, the commander can toggle them to open or close and I don't want him to be able to...
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Merkaba,

    Yes, I do think we need a "nohack" flag for buttons.

    However, I think a multisource and a trigger_presence could do the trick. You could just require that the person be standing adjecent to the switch in order for the button to work correctly.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    hmmm, but that would mean the commander could open the door when someone is standing near it, but not when they arent, *shrugs* seems a little unrealistic but not that much of a problem.
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    Im gettin a similar problem! I can not get a regular door to work(no flags,just opens when close) But if I flag it as "use only"(or similar, whatever it is) then it works fine.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Walking up and touching a door is broken in the NSTR. Is that what you're talking about? (Personally, I don't like the whole 'walk up and touch the door' thing.)
  • DarthDiviDarthDivi Join Date: 2002-03-13 Member: 311Members
    i suppose it makes sense for standard rotating doors, simulating you "pushing" them. Sliding doors should be treated as those in real life stores are, human (player) triggered or switch operated.
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