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?
garage like in fuel dump
// 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?
you dont need scripting at that point. Just use a door entity and some triggers_multiples.
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
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.
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)
lol i searched but i guess i dont know how to search right
coudl someone plz explain it?
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.
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.
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.
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
omg pls help. prefab_missing ? model missing ?? could someone pls solve this situation for me 
For some reason they placed the doors at the upper north-west side of the map inside a caulk box…
See image below
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 
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 ?
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.
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 
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.
If you got it to work may be you can create a little prefab map.
No must.
Just a suggestion.

