Func_door bugs....wtf!?!?!?!?!?
badmofo
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-->
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
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.
*shrugs*
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-->
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.
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!
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-->
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...
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.