Door Manually Open?


(Benfun7) #1


(Ifurita) #2

you can make a func_door, which slides open when you ‘use’ it.


(carnage) #3

benfun it sounds like you want something that more HL2 than ET

you can make the door a script_mover and have a trigger in front of it, when you are in the trigger the door slowly slides open and when your out of it slides shut

there is something similar on the map transmiter


(EB) #4

I might make you one later if I have the time. So you can see it in front of you. Check back tomorrow…ok ?


(Benfun7) #5


(Ifurita) #6

Is it possible to make a sliding door that you have to walk up to, push f to grab the handel and drag it open?

So … do you want a door, that you have to walk up to, +activate to open, then slide left or right instead of rotating around an axis? If not, what exactly do you want? Something you can walk into to open? In either case, a func_door will work.


(Benfun7) #7


(EB) #8

Oh, you want to be able to drag it the whole way ?
I can make something to that fact.
What is the reason for the ‘staying with the door’ ?
How big of a door ?
—* Because If I make a complex script and door, will you be able to modify it ?


(Ifurita) #9

Personally, for MP, I think a door like that would piss people off. It’s slow to open and if the person opening it doesn’t know what to do, he’s just blocking up a chokepoint. From the defender perspective, a slow opening door is a great bottleneck to prime and toss a grenade


(EB) #10

I agree. -Although I am still curious about the idea he has.


(Benfun7) #11


(Chruker) #12

You could make some semi-automated garage doors like the ones on fueldump by the allied CP. They take time to open.


(EB) #13

My opinion also leads to the Idea of a func_door, but with a slow speed for opening ‘25’ and a -1 wait or no wait. Maybe even target a speaker from the door.
If you have some other crazy/wild Idea later on in your mapping, I wouldn’t mind putting together something ‘wacky’ for you, but I am not feeling so “into” this one. My apology for getting your hopes up.
The angles on the entity window are for opening direction in this case: 360 = towards right side of 2d window / 90 = top / 270 = bottom /180 = left.

-*- Or if you want one with switches…I converted one from an elevator of mine. Took like 5 minutes, don’t be too thankful, it’s not all prettied up. Download Here

[e] -Cheers [/e]


(Ifurita) #14

2 suggestions:

  1. as EB suggested, a single func_door with a slow speed. That way, people can control the opening/closing, right there.
  2. Script mover either triggered by an event or a button.

If you go to pcgamemods.com, download vengeance_te_b4 to see what both look like. The double hanger doors are triggered by the capping of the objective, but you can edit the script to slow down the mover so that you can see what it looks like. There are several doors in the lower tunnels, including the south-north hanger connection, which is a simple func_door. These doors are set at speed 80.


(Benfun7) #15


(Benfun7) #16


(kAzmEr) #17

When you copy a path_corner, you made something wrong. I had the same problem, when i tried do make my own door. The problem is that, you copied the path_corners, taken them into position, but when you try to copy them once again, thye will be in another postion, so you have to take them back manually…
(Try to copy them, and delete the old ones, but its possible, you havent the same problem)


(Benfun7) #18