Door Problems

GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
on any map i create the doors always have this problem.
when the door starts to close and something gets in its way, it will reverse back to the open position, but the sound will not stop playing... and if it is blocked again there is the same sound added again and it gets louder, and well the domino effect takes over... <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->

any suggestions to stop the &*%#*%^$& sound loop?

i want the doors to be normal if reversed the sound loop wont start.

Comments

  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    *Points to the mapping Help and Troubleshooting forum*

    I can't remember ever having that problem, it seems like the sound stopped when the door reached it's final position, even if it reversed. Unless you mean you're using some triggers to play a sound entity at the same time as the door.

    One option you have is to use a func_train instead, which isn't too hard to set up as a door and won't reverse if it hits something.
  • The_CheatThe_Cheat It&#39;s a The Cheat&#33; Join Date: 2003-11-19 Member: 23191Members, Constellation
    This thread belongs in the Mapping Help and Troubleshooting forum.

    As for your problem, I have encountered this myself and have found no way to fix it so far. The best thing I tried was making the door do damage when blocked, but this only helps for doors that close fast. Slow-moving doors will still reverse themselves when blocked even if the blocker dies.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Use a door sound that doesn't loop, and this problem will not occur.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    edited February 2004
    the sound comes from the door itself and its a double door
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Yes, the sound comes from the door, because the door sound is a looping wav and it fails to tell it to stop looping. If you use a non-looping wav then it will not occur when the door is interrupted.

    Or use momentary_doors or func_trains instead.
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