Func door rotating


(Teuthis) #1

This sounds now a bit odd but I have a func door rotating which doesn’t rotate around the origin. Instead the door flies away some meters and disappears. Also the target lock that is supposed to open the door doesn’t actually open the door, it just unlocks it so that need to manually open it. Sounds like an easy problem but I now tested multiple angles, deconnected, reconnected the target lock with the button and the door, played with the size of the origin brush but my door keeps flying around. Any thoughts?


(twt_thunder) #2

select the door, then the origin, right click then choose “move into entity”


(Mateos) #3

^ This, you need to have both brushes as a single entity.

Also be sure the entity has an origin key.


(Teuthis) #4

I now have them as a single entity but no matter which angle/degree i choose the door now disappears. Will post my settings tomorrow. Maybe someone spots the mistake. The origin now has the same settings as the door. It’s definitely key -1 and gets targeted by the target lock. The lock also works as the door gets unlockeb by the target lock. Looks to me as if the origin just doesn’t do it’s job and doesn’t rotate the door.


(Mateos) #5

If you want an alternative solution: have two doors, one a func_static and one a func_door_rotating, which can be made invisible/default through setstate in the map script at wish.

If you’ve set -1 as the origin, there is the issue… It is a x y z value, and its real position in the world.


(Teuthis) #6

Is there by chance an open source map file I can take a look how it’s done there? Worst case scenario I le the door disappear. Not the most elegant way but it would do what it’s supposed to do, block the way unless the button is pushed.


(WuTangH) #7

Basic thing, but anyway: Are walls around door detail? :slight_smile:


(Teuthis) #8

I make my make completely detail and only the shell of the map is structural. So any wall I have in the map is detail outside (with lots of details and brushes) and structural inside (so no details at all and just as simple as possible, means no edges etc.). If you filter away the details you see only a nice white caulked map without edges and stuff, not a single texture brush).


(Mateos) #9

The brushes around a door have to be detail, so the origin of the rotation axis isn’t inside a “solid” element.

You can try to load Chateau Voilegarde through ETScript 4 and check the scriptname/targetname manipulated for the doors?

ETScript 4 analyses the folder of the .script, and if a BSP is found, will highlight in the script the entities and will provide help.


(Teuthis) #10

thanks Mateos. I solved the Problem usinng a func_button triggering a script mover (the door). Not the most simple way but works. However, the two parts of the door now move to right and left instead of rotating around the origin. Fair enough for me and a good solution after two days of pain.

interestingly, I had an old Project where I had functional door triggered by a button and can’t find this historic stuff. guess it didn’t make it to my new computer


(Teuthis) #11

I have actually 2 doors and the first one opens perfectly using the scriptmover. However, when I make the second door using a script mover I get the error value ‘script_mover needs to have a model’. I didn’t give the first scriptmover a model so I wonder what this now means. I made both doors identical but of course used different script and targetnames. does anyone know what this means that I Need to have a model and why I do not Need it for the first scriptmover?


(Teuthis) #12

of course I mean that I have two independent doors at different places. Guess that’s important to understand the problem. Each door comprises of two parts, a left and right part. Door 1 does what it is supposed to do, opens when button is pushed but the second wants to have model, which I don’t understand at all.


(Teuthis) #13

Problem solved. No idea why but now it works