Crazy Doors

KazaQKazaQ Join Date: 2003-06-24 Member: 17667Members
edited June 2003 in Mapping Forum
<div class="IPBDescription">Its tricky</div> Ok, I wanna make a door that has 2 parts; a left side and a right side. once you hit the button the left side moves to line up with the right side. Then, the 2 sides move together the rest of the distance.

Does anyone know how to do that because ive been thinkin about it for a while and my brain hurts.

Actualy the real question here is how do i make one button target 2 things?

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited June 2003
    You need to explain it with a cartoon.

    Use a multitarget that shoots the left door at time "0" and the right doot ar time "1" wich is exactly the time when the left door has meet the right door.
    other solution can be timed easier but require twice as much entities.
  • KazaQKazaQ Join Date: 2003-06-24 Member: 17667Members
    edited June 2003
    Awsome, That works great but im gunan have to mess with the timeing on it.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    I cant imagine that it will be easy to close the door the same way.
    you also can trigger the first door, then this door triggers the second door after a amound of time. if you toggle the second door it will move when its trigger by the first door which is closing. with this you should be able to time the movements easier.
    hope this wasnt too complicated explanation <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    and of course you cant block doors to make them out of sync <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    I also think doors triggered by buttons is the most professionell way to open doors that consists of more than one entity. best example are dooor_rotating for cs: I created a door that had aaseethrough glass window. actually this are 2 different doors. the problem starts when players duck when open the doors. the lower door will swing open while the upper stays where it is. now you have the possibility to trigger it by a trigger_multiple. if one of the doors is blocked in any way you will have the same problem. similar thing in ns: if you "soft trigger" doors that have the ability to move without being related to each other you will get some effects you dont want. so the method of "hard triggered" entities is much more effective, so you even dont need doors that hurt players or structures that block your nice effect.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    edited June 2003
    You could use a baaad hack and build blocks with null texture around the window that is fills the space of the solid door. Door with glass (top view):
    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> ____         ____
    |____|===|____|

     ____          ____
    |____|       |____|     <- solid part (door1)

              ===            <- glass

     ____________
    |____________|  <- null block

     ____________
    |____===____|     <- clipped glass (door2)<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    To simplify the timing, but raise the entity count slightly, you could use a func_train for the first door. Place a path_corner at the resting place for the door, and set it as the original location. Also check the "wait until retrigger" flag on this one. Then add another where the doors will be lined up. Set "trigger on pass" to the name of the second door here, along with setting it's next target to the final corner. Finally, add a third path_corner at the end location of the door, and set it so that the door will return to it's original location. Also set the time to wait at the end corner to equal the "delay before reset" on the second door.

    This will work as long as the first door follows a linear path (doesn't change direction when it lines up with the second door.) If it doesn't, you'll have to make another path_corner at the same place where the second is, but leave the "trigger on pass" blank, and set it to return to the first corner. The third corner will have to send the door to this corner, of course.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    The problem, of course, with using func_trains is how the have a tendancy to disappear in NS.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    Good point...I'm actually trying to figure out how to stop that from happening in my MS.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited June 2003
    I have 2 huge func trains. Huge = 1000*500*500 units.
    They both move between 14 path corners over a total distance of 1000-2000 units.
    I also use 300 point and 400 brush entities in the map (incl 100 trigger changetarrgets).
    They never disappered.

    I can pretty sure say that size or complexity is not the problem.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    That's the problem, we don't know what the problem is. It's most apparent in the simple designs. I have one test map where I was trying to figure out how to made func_trains work. (Never did any HL mapping) It's just one small room, but there's an invisible boundary about in the middle of the room - stand on one side and the func_train is completely visible, on the other side it's completely invisible. No idea what the cause is. The good news is as far as I've seen it's always visible while it's moving, so it shouldn't be that much of a problem.

    Ollj : you do realize that that means you have twice the regulation limit of entities on that maps? That's a bad thing.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Lol, Ollj must be talking about his arena map. Well in this case there is no work-around. The entities are all important for the gameplay. Lets just say: It will never become an official map...
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    If he is referring to his arena map, I looked at the first version he released and I know it could be done with a lot fewer entities. I'm considering making my own map of that style. Anyway... official map nothing, having too many entites can make a server crash, I know, I crashed myself with a test map. Having 800 entities could easily bring down servers that map is played on.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    whats the prob with func_trains? Im asking cause I wonder about. I made a func_train (some kind of transporter that easily carries some crates), it is not different from the hltrains. 2 path_corner the train a button... it works fine. with damage on crush 100000 I often crash some alien chambers cause I like how they get pressed to the walls <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Just read above. There are also some other threads about the train problem. When Flayra & co. changed the entity visibility code they somehow made trains incosinstent. They still block players but they become invisible at certain locations viewed from certain angles...
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