Sliding Door

masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
<div class="IPBDescription">Did I miss something</div> I thought I saw something about func_door 's not working <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> , search isn't my friend. Also the official maps are not decompilable, or else I wouldn't bother you. How do you make the sliding doors, or did I miss something? It is prefered to get insturctions on 2 doors that open at the same time, but I can figure it out.

Comments

  • RozdowerRozdower Join Date: 2002-12-06 Member: 10514Members
    Try making a small map with a func_door to see if it works.
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>from some old post i forget:</b>
    how to make doors which are near impossible to 'screw up':

    Place the door and set its close delay to anything other than -1, leave 'use only' and 'toggle' flags unchecked.
    Draw a block brush that extends either side of the door and convert it to a trigger_presence. Add the door to its 'activation target' property and leave all others blank.

    The trigger will open the door and it will then close itself. Running in and out of the trigger like a nutcase has no adverse affects, at least not any I have been able to find.
    Checking the 'toggle' flag in the door entity means it can easily get reversed.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    OMG you made it sound so hard, now I'm totally confused, all other mods accept func_door, you want be to place my door, make a cut from there my door outstands what you are supposed to see, the turn thoose into func_precense and group it with the other side of the door right?
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    or do you want me to make a func_door then on the ends put "func_precense" and set all the weird stuff right?


    The thing is even a func_door doesn't work when you do it normally
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    While experimenting with commander mode Flayra messed up the code that allows certain HL entities to detect the presence of players, doors are one of these entities. This means if you want a door to open you have to have something to trigger it.

    Tommy14's suggestion is that you use a trigger_presence either side of the door (where the players will be approaching from) to trigger the door.
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    edited March 2003
    <span style='font-size:21pt;line-height:100%'>I have got it, damn doors from hell</span>
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    It's ridiculously easy.
    Trust me.

    Say you want to make a door that opens in 2 parts.
    One slides left, and the other slides right.

    ok.
    Open up hammer, and make a room.
    Then , while in the TOP view, you make a brush like this:

    [======]

    This is your door.
    Now, split it in two with the clip too so it becomes 2 brushes

    [===|===]

    Now, INDIVIDUALLY, you turn both brushes into func_door entities.
    Then give each of them the same name, like "door1".
    (Giving them the same name makes sure that when they are triggered, they are activated at the same time.)

    Now, Select the LEFT func_door press ALT-ENTER to get into it's properties.
    Check the "TOGGLE" flag in the properties
    In the ANGLE box, put in 180. This will make the door move in that direction (where the little clock thingy on the top right is pointing) according to the TOP view.
    The RIGHT door is at 0 angle, which is good cuz it's at the right direction.
    Check the "TOGGLE" flag as well in the right door

    Then, make a new brush that covers the whole front part of the doors like so:

    [======]
    [===|===]

    Turn this new brush into a TRIGGER_MULTIPLE, and have it target "door1"

    Then, copy that brush on the other side of the door giving this at the end:
    [======] <--TRIGGER_MULTIPLE
    [===|===] <--2 FUNC_DOOR
    [======]<--TRIGGER_MULTIPLE

    Notes : Be careful when playing with opening the PROPERTIES of the entities that you have just created. Do NOT change TABS (like going to the FLAGS tab) or else the ANGLE setting you've entered will RESET to 0.
    And don't mind the errors that hammer gives you about them when you check for errors (ALT-P) Ignore them.

    Now, if you want your twin doors to open up/down,
    Repeat the same process, but when you enter the angle of the doors, select UP/DOWN in the drop down list.

    There ya go!
  • alien1alien1 Join Date: 2003-03-18 Member: 14662Members
    since when did func_doors open by themselves anyway? or is that to do with the 'use only' flag ...
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Normally, func_doors without any flags checked open by themselves when you touch them with your body.
    With the USE flag checked, you gotta press E
    With the TOGGLE flag checked, you need to TRIGGER it with an entity.
    With both options checked, the TOGGLE flag has priority.

    Triggering the door is really only useful when you have 2 func_doors like i described in my above post, or a door with glass in it, since your body can't trigger both at the same time (almost never happens)
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    ^^^I already said I figured it out a while ago? What was the purpose of bringing this back to life?^^^

    Chromeangel cleared it up for me, and I didn't have a problem with it. No it's not ridiculously easy <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Actually it is once you get it, and you use trigger_presence <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
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