attachtotrain [scripting]


(sQynor) #1

So i was looking in Cruckers website and i saw the command line Attachtotrain.

It’s used to attach 2 script movers to eachother?

I want to make a script_mover, and attach another one to it. I want a door in the ground, which then comes up. And then the door opens and you can walk inside. etc.

Is that possible?


(nUllSkillZ) #2

You could also use two doors.
First the normal door is setstate invisible and the door in the ground is setstate visible.
If the door in the ground is up setstate it to invisible and setstate the normal door visible.


(sQynor) #3

[QUOTE=nUllSkillZ;233601]You could also use two doors.
First the normal door is setstate invisible and the door in the ground is setstate visible.
If the door in the ground is up setstate it to invisible and setstate the normal door visible.[/QUOTE]

no no no, no, no, seriously no, i refu, no just no.

Setstate makes ur door appearing “suddenly” i want it to move out like something futuristic. Then turn. Then the door has to open. and i want another dimension in there. maybe a shader.

Then a large scope, which sucks in pieces from the room. And it blows it into the ground making it tiles. Then you can walk to the other side. Where the beautifull princess waits.

:stroggtapir:


(stealth6) #4

use splines with a scriptmover.
When the door has to split, you need to setstate the door with lots of little ones, won’t be able to see it and then the door seemly breaks.


(aaa4) #5

one of the very few forum entries from a user where you can be sure of that his skill is NOT FAKE.

congratz. i think its a nice model.

to all who are basing your work on professional work. here is where you can take an example. pegazus surely deserves more credit than any of you, faking and upgrading your reputation by means FAKE FAKE AND AGAIN FAKE.

i will certainly have to destroy the one or other here in this forum. there are still people who didnt learn :>

greetings =)


(Diego) #6

Let me see if I understand this correctly, you want a door that rises up out of the ground. Is the door in a wall? Or is it just standing there by itself and you could walk completely around it? Do you want the door to look like a typical hinged door? or is it supposed to look like a sci fi hatch?

Then the door will open in some kind of sci fi way, revealing an alternate dimension on the other side.

I’m not quite sure what you mean about the scope sucking in pieces of the room and blowing it into the ground making it tiles. Do you mean tiles like a checkerboard? or is the pathway on the other side of the door an empty void and the furniture is used to make a floating bridge to the other dimension? Or does the room that the door sits in get broken up into tiles that you have to navigate to reach the door?

I guess I would probably build something like this with script movers for each part of the door. Move all of them up from the ground at the same time, and then rotate or shift each piece individually to reveal the dimensional door.

For the Dimension door, I would use a camera that would create a “mirror” surface that will show you the world on the other side of the door. Maybe combine that with another brush that has some glow effects on it. I’ve never made a mirror surface before but I know there are tutorials on it. I would just use setstate commands to turn the door visible after the script mover doors have risen from the ground, but before they open up.

If you want this door to float in the center of the room so that people could walk around it, I would use a teleporter so that anyone trying to “enter” the mirror would simply teleport to the other side with some flashy special effects similar to what firefly is doing with his Castle Eltz map.

Any props that you want to move would probably have to be script movers as well. Put them on a path and move them to the door. If the path ends at the door, they will disappear when they reach the last point. Then use a setstate function to turn on static pieces on the other side. If you want the room itself to break up into tiles, make func_static groups out of the parts you want to hide and setstate them invisible. You can also use flashy effects here as well. Or maybe you want these tile pieces to break up? You could use a func_explosive on each group and trigger those instead so it looks like the room is breaking apart.

Underneath any floor, cieling, or wall sections that I wanted to disappear, I would put a skybox texture with a starfield on it to create the illusion that the remaining parts of the room are floating through space with the dimensional doorway at the other end leading to the princess.