Door activated by trigger?


(KalmaH) #1

Hi there,

Im busy with my map and I want to make a door which can only be closed when an player (axis or allied) walks trough it with the documents wich need to be stolen.

Ive tried to look for some tutorial but did not find something, maybe i did not look good enough but i would like to post my question in here.

Ive made a screenshot in my GtkRadiant 1.4.0 wich is located here: http://www.clan-bsl.com/mydoor.JPG

You can see the door, i made it a “func_door_rotating” and u see the trigger, im not sure how to use that one and thats where my question starts =).

Is it possible to close a door when an player walks trough that trigger with docs? ( door can may not be closed when a player walks trough it without the objectives, and it may only be triggerd by one team.)

Are there any good tutorials or prefabs, or is someone able to help me out on this one? I hope so :slight_smile:

Greetings,

Kalmah


(Ifurita) #2

I don’t think ‘is carrying objective’ is a condition you can test for an individual player. You can use a trigger_multiple to trigger on any class/team combination, and you can make it contingent on the TEAM holding the objective, but I don’t think you can make it so that a specific obj carrier only triggers the door.


(KalmaH) #3

mm the ting im trying to do is making a locknar like those in ctf_multi they use script movers when de docs walk into them, id like to make my door rotate 90 degrees when the docs walk into the trigger.

but the problem is im not even sure wich things im gonna need to use =]


(Ifurita) #4

you could always decompile ctf_multi to see how they did it


(KalmaH) #5

I did, they use script movers, but is it possible to make a door turn with script mover?


(Ifurita) #6

Yes, here’s the script for a script mover door from beerrun, which is activated upon the death of an ctf_red_flag objective


keg_door1 
{
	spawn
	{
		wait 200

	}

	trigger open      // triggered by death routine in ctf_red_flag 
   	{ 
      		playsound sound/movers/doors/door6_open.wav looping
      		faceangles 0 -90 0 3000 
		stopsound
   	} 
}


(KalmaH) #7

Nice and thank you, im going to check it out this evening ill let u know

– edit

from wich map is that pls?


(Ifurita) #8

beerrun, though it’s a version not yet released.


(KalmaH) #9

`tnx allot it works smoothly :beer:


(KalmaH) #10

{ 
   spawn 
   { 
      wait 200 
   } 

   trigger open
      { 
            playsound sound/movers/doors/door6_open.wav looping 
            faceangles 0 -90 0 3000 
      stopsound 
      } 
}

Is it possible to adjust the speed of the door?

and wath are al these numers 0 -90 0 3000 ?


(Ifurita) #11

i don’t remember exactly, you’ll have to play with them

faceangles [pitch] [yaw] [roll] [speed]

pitch = rotation up and down
yaw = rotation side to side
roll = the only other rotation left