complex door


(rambo13) #1

this thing has 3 possibilities:

  1. its easy and it only seems hard
  2. it seems hard and is hard to make
  3. it impossible to make

so can someone teach me how to do it step by step or is so good person and will prefab this to me, i think its just 2 complex for my tiny brain

i need one func_door to slide (gray) in 3 different directions (red) and have a remote trigger (green) and a remote locking\unlocking mechanism (blue) while the triggers dont show use icon


(isbowhten) #2

with scripting it is possible…
the remote control thing needs a script routine, aswell the lock/unlock thing.
you can do that with a func_button targetting a target_Script_Trigger or with a func_invisible_user targeting a target_Script_trigger…
in the script routine of the lock/unlock thing you set accum registers to certain values.
e.g. if door 1 gets locked then “accum 1 set -1” (it may have any value)
if it gets unlocked accum 1 set 0.

in the routine of the remote-door-trigger you use “alertentity doorname”
!PLUS! accum 1 abort_if_not_equal 0 //if not unlocked BEFORE it.
you have to do so for each door…

do you wanna open the doors with the same button?


(DerSaidin) #3

Script mover is the way. Might also be possible with teamed doors, but easier to just script it.


(rambo13) #4

this thing is one door, but when opens it splits and slides to three different places… so with one button should activate everything…


(Pande) #5

Might also be possible with teamed doors, but easier to just script it.

WRONG. :slight_smile:

why does everyone say ‘script me!’. srsly use entites, its easier and more compact… make each door slab a seperate door entity, give them all team/specialdoor or something, then be sure to link a trigger_multiple to all three slabs. That trigger multiple is your button.

To make the locking mechanism, link a trigger_multiple to a target_lock (again, trigger_multiple is your button… this time the lock button) and link the target lock to either your three door entities or your trigger_multiple door button that controls the door.

I suggest u link it to all three doors, so that way if you have a button sound when your trigger is played to open the door, it will still sound when you try to open the door. If you lock a trigger_multiple, its sound if it has one won’t play which is little less interactive.

Anyway there is your door with no scripts. :slight_smile:


(rambo13) #6

i cant understand the locking thing… the target_lock is only in gtk r 1.5?

cant run the map - something went wrong with those doors i think
http://www.xfire.com/screenshots/taivar/
^^ 1st ET pic


(isbowhten) #7

i would strongly suggest scripting it…
reason:
if one single button (not an area you walk in = multiple, but a button = func_button)
has to activate 3 different doors, then they need the same targetnames, what means that all doors are locked/unlocked at once, or they need the same “teamdoor” value…
i am not sure if that works properly with locked doors…
you could try… but
scripting here is very easy.
just type in scriptblock of the button
trigger self door1
…2
…3
then trigger door1
{
accum 0 abort_if_equal 0 // or whatever you want… e.g. accum 23526 abort_if_equal 5235629 also works(was exxaggerated)
alertentity door1-targetname
}

that is nearly all you need.
then the buttons locking/unlocking the stuff are targetted to a target_Script_triggers, which refer to the same script block as the door-opener
(scriptname value set to the same scriptname as the door.opener.button has)
(target value to “whatever you want1 …2…3”)
then in the same scriptblock you just make a loop that makes the accum (with index 0 or whatever index you want it to have) to cycle through 2 values, 1 for locked, 1 for unlocked.

so you have total control aboutr everything and you even did not need any weird entities…:stuck_out_tongue:
i guess i am the opposite of Pande…
i would script everything


(-SSF-Sage) #8

I don’t remember about the value limit, but it is huge anyway. But that “accum name” is invalid. You are limited to 0-9. :wink:


(rambo13) #9

now im in trouble… the map aka. door shows locked door icon and sound locked too, but the trigger dnst work at all


^door


^trigger


(kamikazee) #10

Ehr… A trigger_multiple is only activated when you walk into it. If you want to make a hidden button, replace the trigger_multiple with a func_invisible_user or a simple func_button.


(rambo13) #11

okey… can anyone explain me further how to make the locking mechanism… im just being dumb…


(-SSF-Sage) #12

Post your script and tell us how all the entities are setted up. Also tell as exactly what do you want?

Are you using a func_inv to set up a multiple for X time and when you step into the multiple it opens, but otherwise not?


(rambo13) #13

[QUOTE=Pande;186235]WRONG. :slight_smile:

why does everyone say ‘script me!’. srsly use entites, its easier and more compact… make each door slab a seperate door entity, give them all team/specialdoor or something, then be sure to link a trigger_multiple to all three slabs. That trigger multiple is your button.

Anyway there is your door with no scripts. :slight_smile:[/QUOTE]

thats how i did it, with no scripts


(Pande) #14

unfortuantely, ET lacks entities that I commonly use in JKA,

target_activate

and

target_deactivate

which are used to deactivate any entity, effectively stopping it from working until its acitvated again by the other entity.

I dunno if adding them to my def file will work… I will try copying them from JKA def file. :slight_smile:

edit: In my experience trigger_multiples are usable with use button… hmm


(kamikazee) #15

This is W:ET we are talking about. While most Q3 games share some common entities, they do not necessarily work the same.

r4mbo13: what isn’t it working? Are you still using the trigger_multiple or have you tried to use a func_invisible_user as I said?

The door should open if it is triggered by the func_invisible_user but cannot be opened by just pressing “Use” on it.

EDIT: Ok, now I remember that I have been messing with those doors as well, and it was near-impossible due to the darn legacy code for locked doors.

EDIT2: As a matter of experiment, I made a scripted door in 3 parts. I can assure you, it takes quite a setup, but at least it works properly.


(rambo13) #16

Opening button works just like asked, but somehow u can walk (squeeze) trough it, even when its closed, the 3 somehow still has the door icon and u can open the door from there


(kamikazee) #17

That’s basically how W:ET doors work…


(rambo13) #18

so u call this normal?


(kamikazee) #19

For a non-scripted door? Yes, as it was never coded to make hidden doors.

A scripted door is even more work to setup but can be taken to any length. Want to tune the opening speed or closing time? Want to make it rotate? All possible using scripts.