garage like in fuel dump


(forbidden) #1

i searched the forums for a tutorial that fitted my needs, i couldnt find anything,should i look in the pak0.pk3 and look at fuel dump script?


(forbidden) #2
// Garage Doors
		globalaccum 4 set 0		// Flexible Door 1 status. (0=stationary, 1=moving)
		globalaccum 5 set 0		// Flexible Door 2 status. (0=stationary, 1=moving)
// ===========================================================================================
// Garage Doors for Tank
// ===========================================================================================
door_trigger
{
	spawn
	{
		accum 3 set 0			// Initial state of lever. (0=down, 1=up)
	}
	trigger main
	{
		trigger door_trigger up
		trigger door_trigger down
	}
	trigger up
	{
		accum 3 abort_if_not_equal 0		// Lever up already ?
		globalaccum 4 abort_if_not_equal 0	// Flexible Door moving ?
		resetscript

		globalaccum 4 set 1			// Door is opening ...
		accum 3 set 1				// Lever is in up position
		trigger tbflywheel1 start			// Set flywheel moving
		trigger tbflywheel1 clockwise		// Start turning
		trigger tbflywheel1_sound wheel1_run
		trigger tbdoor1_lever1 up		// Move lever
		trigger tbdoor1-9 open		// Start moving all the door sections
	}
	trigger down
	{
		accum 3 abort_if_not_equal 1		// Lever down already ?
		globalaccum 4 abort_if_not_equal 0	// Flexible Door moving ?
		resetscript

		globalaccum 4 set 1			// Door is opening ...
		accum 3 set 0				// Lever is in up position
		trigger tbflywheel1 start			// Set flywheel moving
		trigger tbflywheel1 anticlockwise		// Start turning
		trigger tbflywheel1_sound wheel1_run
		trigger tbdoor1_lever1 down		// Move lever
		trigger tbdoor1-9 close		// Start moving all the door sections
	}
}
tbdoor1_lever1
{
	trigger down
	{
		gotomarker tbdoor1_lever1_downpos 16
		playsound sound/movers/switches/butn2.wav
	}
	trigger up
	{
		gotomarker tbdoor1_lever1_uppos 16
		playsound sound/movers/switches/switch.wav
	}
}
tbflywheel1_sound
{
	trigger wheel1_run
	{
		trigger tbflywheel1 sound_start
		wait 400
		trigger tbflywheel1 sound_run
	}
}
tbflywheel1
{
	spawn
	{
		accum 3 set 0			// Flywheel moving (0=No, 1=Yes)
	}
	trigger sound_start
	{
		stopsound
		playsound sound/movers/motors/motor_start_01.wav volume 127
	}
	trigger sound_run
	{
		playsound sound/movers/motors/motor_loop_01.wav looping volume 512
	}
	trigger sound_stop
	{
		stopsound
		playsound sound/movers/motors/motor_end_01.wav volume 127
	}
	trigger clockwise
	{
		accum 3 abort_if_not_equal 1	// Flywheel moving ?
		faceangles 90 0 0 250 wait
		accum 3 abort_if_not_equal 1	// Flywheel moving ?
		faceangles 180 0 0 250 wait
		accum 3 abort_if_not_equal 1	// Flywheel moving ?
		faceangles 270 0 0 250 wait
		accum 3 abort_if_not_equal 1	// Flywheel moving ?
		faceangles 0 0 0 250 wait
		trigger tbflywheel1 clockwise
	}
	trigger anticlockwise
	{
		accum 3 abort_if_not_equal 1	// Flywheel moving ?
		faceangles 270 0 0 250 wait
		accum 3 abort_if_not_equal 1	// Flywheel moving ?
		faceangles 180 0 0 250 wait
		accum 3 abort_if_not_equal 1	// Flywheel moving ?
		faceangles 90 0 0 250 wait
		accum 3 abort_if_not_equal 1	// Flywheel moving ?
		faceangles 0 0 0 250 wait

		trigger tbflywheel1 anticlockwise
	}
	trigger start
	{
		accum 3 set 1			// Start wheel moving
	}
	trigger stop
	{
		accum 3 set 0			// Stop wheel moving

		trigger self sound_stop
	}
}
tbdoor1-9
{
	spawn
	{
		wait 200
		trigger tbdoor1_trigger1 up
	}
	trigger open
	{
		stopsound			// Kill all currently playing sounds belonging to this entity only
		playsound sound/movers/misc/garage_door_start_01.wav volume 96
		wait 50
		playsound sound/movers/misc/garage_door_loop_01.wav looping volume 512
		followpath 1 tbdrspln1-3 50 wait length 16
		followpath 1 tbdrspln1-4 50 wait length 16
		trigger tbflywheel1 stop	// Turn off flywheel
		globalaccum 4 set 0		// Flexible door 1 has stopped moving
		stopsound			// Kill all currently playing sounds belonging to this entity only
		playsound sound/movers/misc/garage_door_end_01.wav volume 96
	}
	trigger close
	{
		stopsound			// Kill all currently playing sounds belonging to this entity only
		playsound sound/movers/misc/garage_door_start_01.wav volume 96
		wait 50
		playsound sound/movers/misc/garage_door_loop_01.wav looping volume 512
		followpath 0 tbdrspln1-4 50 wait length 16
		followpath 0 tbdrspln1-3 50 wait length 16
		trigger tbflywheel1 stop	// Turn off flywheel
		globalaccum 4 set 0		// Flexible door 1 has stopped moving
		stopsound			// Kill all currently playing sounds belonging to this entity only
		playsound sound/movers/misc/garage_door_end_01.wav volume 96
	}
}
tbdoor1-8
{
	spawn
	{
		wait 100
		attatchtotrain tbdoor1-9 16
	}
}
tbdoor1-7
{
	spawn
	{
		wait 100
		attatchtotrain tbdoor1-8 16
	}
}
tbdoor1-6
{
	spawn
	{
		wait 100
		attatchtotrain tbdoor1-7 16
	}
}
tbdoor1-5
{
	spawn
	{
		wait 100
		attatchtotrain tbdoor1-6 16
	}
}
tbdoor1-4
{
	spawn
	{
		wait 100
		attatchtotrain tbdoor1-5 16
	}
}
tbdoor1-3
{
	spawn
	{
		wait 100
		attatchtotrain tbdoor1-4 16
	}
}
tbdoor1-2
{
	spawn
	{
		wait 100
		attatchtotrain tbdoor1-3 16
	}
}
tbdoor1-1
{
	spawn
	{
		wait 100
		attatchtotrain tbdoor1-2 16
	}
}

this is what i got out of it. but this is to make it got like fold up. i just want it to go straight up. how do i make it go straight up?


(Pande) #3

you dont need scripting at that point. Just use a door entity and some triggers_multiples.


(forbidden) #4

ok, sounds simple enough, how do i do it?


(S14Y3R) #5

Through the power of THE SEARCH button(as seen on Mythbusters).

There used to be a couple of prefabs for garage doors, one was even good.

Or, you know, since they released all the source maps… see where I’m going with that?

lol, gl.

Switching back to Troll mode


(forbidden) #6

i used search button but i didnt find any garage door prefabs…


(kamikazee) #7

In that case, please try again looking for a func_door. And don’t be afraid to use Google - just specify “enemy territory func_door” and you may already get something.


(rambo13) #8

i quess someone needs a tutorial how 2 use google, before starting mappin :stuck_out_tongue:


(isbowhten) #9

or a tutorial about how powerful moving objects can be…
a door and alot of other things can be made with moving script_movers as well…
all is about being able to move entities.

try out commands like gotomarker, faceangles, followspline, setrotation.
gotomarker moves an entity to an entities targetname. face angles lets the entity rotate TOwards a certain
angle, followspline is not the right one for a door but for trucks(see splines) and setrotation is something like a looped rotation (except you write setrotation 0 0 0, it stops, so with a countdown you can make it rotate to certain angles too, it is much more uncommited and harder to script but you hvae total control about everything)


(forbidden) #10

lol i searched but i guess i dont know how to search right :smiley: coudl someone plz explain it?


(Pande) #11

Make a func_door out of your garage door and give it the key/value

angle/-1

At this point it will open by player distance to the door with a built in trigger, but you can link a trigger_multiple to it to open it too.

Set speed/20 or something too, default is 100 and its very fast.


(forbidden) #12

i can set that up, but i wanted it to only open with the button.


(nUllSkillZ) #13

Fueldumps source is available (and the source of the other stock maps).
So you could have a look there and copy all necessary brushes and entities.


(Pande) #14

oops ya sry forgot button… make the door as usual but then link a trigger_multiple to the door (ctrl K). Make a button or something with a model or brushes and put that trigger multiple around that brush to make it useable.

Note: make sure the trigger_multiple is linked to the door, not the other way round… I dun that a few times and it pissed me off for hours til I realised it, since radiant doesnt draw arrows or anything for link lines.


(Qualmi) #15

hm…im on the garage doors too, atm. moving things in the map is no problem (so far), but then i thought to make a door like the one in fueldump garage. i mean with the door somehow moving around the corner and stuff. i thought if i look at the source map it will be no prob to find out, but it seems its a bit more complicated, dunno :d

somehow some of the doors are missing. ive made a screenshot of this:

wtf where are the doors :confused: omg pls help. prefab_missing ? model missing ?? could someone pls solve this situation for me :confused:


(FireFly) #16

For some reason they placed the doors at the upper north-west side of the map inside a caulk box…

See image below


(Qualmi) #17

thx. i had a quick look at them and the script and tested a bit. the doors are going strange ways. i think i must understand the script now. thx again :slight_smile:

edit: btw. i only have the final stock map files. but not the final script-files. do anyone knows where to download it ? meanwhile i took the script of the pk3. is this the right one ?


(Magic) #18

How come it is like that - they dont use a origin??
The coordinates are set manually? - so it doesent matter were they are.
You may have to adjust the coordinates to get it work as they should.


(Qualmi) #19

got it now, i forgot to copy a info_train_spline_control-entity. i wonder now why the door moved such strange ways and why it exactly moved into this specific direction and then back to the splines i bulit for it before, but now it doesent matter. but strange. the door moved in a place where no entity or else was. kk i should stop with this now :slight_smile:

just a couple more questions:. what means

attachtotrain tbdoor1-9

and is there any difference between followpath and followspline-commands ?

edit: solution found. splines are more migthy than paths, f.e. interpolation. and there are also more keywords. attachtotrain is also clear now.


(nUllSkillZ) #20

If you got it to work may be you can create a little prefab map.
No must.
Just a suggestion.