fuel dump sliding door


(Lock Ness Monster) #1

i was wondering, how exactly was that door made. I know it deals with scriptmovers atleast but since im not far in that field yet, i dont know exactly how to set it up, can anyone show me an example or tell me a good way to try and fix this.

By the way, i plan on doing a few tutorials on some stuff soon


(Get_It) #2

You have to use the Train entity System, you may find a example in this site http://www.planetquake.com/simland/ldr1_1/


(thegnat) #3

As I said in the other thread, it seems that sock hasn’t had the time to put the samplemap for the train entity system up. So no, there is no samplemap.


(Oxygen - o2) #4

you split the brush up into smaller brushes, and send them through all the splines, you can use corners because you would be there forever

decompile fueldump and look

dont steal anything tho :wink:


(Lock Ness Monster) #5

i did decomplie it, the door was gone lol, ill try and mess with it some. If i figure this out, i will gladly make a prefab/tutorial if anyone wants it


(Oxygen - o2) #6

ROFL, unlucky

try again :slight_smile:


(No1_sonuk) #7

You have to use the Train entity System, you may find a example in this site http://www.planetquake.com/simland/ldr1_1/

Yeah, There’s a contents entry, but no example. It looks like it was intended to include it, but Sock didn’t get around to it.


(TFate) #8

Well, I had to figure out the train system the hard way. It’s really not that complicated.

I’ll give you a very basic little tutorial…

The brush(es) you want to move has to be a script_mover with a scriptname and targetname.

You need at least 2 info_train_spline_mains. Give these info_train_spline_main targetnames (like spline_0 and spline_1). Remember that the earlier spline targets the later spline (e.g. 0 targets 1, 1 targets 2, 2 targets 3).

Then in the script you use “followspline <targetname> <speed>”.

It might look something like this.


bus
{
     spawn
     {
          wait 500
          trigger bus move
     }

     trigger move
     {
          followspline spline_1 300
          followspline spline_0 300
     }
}

There’s also another way to get brushes to move using path_corners. If you’re interested in this system take a look at the Breakout .script file.


(Lock Ness Monster) #9

lol, i got the basic of a script_mover like that, i just want to know how to fix it where all of the door parts work together to follow one path with out messing up and how to make a lever make it go up and down