Hetero door


(S. Monkey) #1

How do you make a rotating door only swing one way?

I’m trying to make a safe that can by dynamited or opened by a covert ops, and obviously the safe door can’t open inwards even though the player is opening it from the outside.


(chavo_one) #2

You would have to make the door a script_mover with a func_invisible_user and a target_script_trigger driving the action.

func_door_rotating will always rotate away from the activating player.

EDIT: I just read that you only want a covert op to open it though. You can’t use a func_invisible_user then. You could, however, use a trigger_once or trigger_multiple, but then it would open whenever a covertop enters the trigger.


(S. Monkey) #3

Thanks, from the sounds of it a door like i’m describing can’t really work :frowning:

I’ll have to think of something else to put in it’s place instead.


(G0-Gerbil) #4

Hmm you mean enemy covert in disguise only, or just any old covert?


(G0-Gerbil) #5

How about you make a hidden (invisible, no clip) team door, and make it target a script?
I’m not sure, but I think using a door triggers targetted events.

In other words, what you do is have an invisible team door that activates a script that controls a script mover.

It’s a bit of a long shot though…


(G0-Gerbil) #6

Actually not quite true, I did manage to have a door that only opened one way. The thing was it’s not what I wanted to happen and I have no idea how the hell it ended up like that :confused:

Is it a door leading to another room (IE can the door be activated from both sides?). If not, then try selecting the ‘reverse’ flag (or whatever it’s called) to make the door always open towards the player.


(MadMaximus) #7

a door for me seems to swing both ways, alternating. adding the ‘reverse’ flag makes it swing both ways still, but from the 1st time it’s used it just swings the other way to begin with.

making a safe like that can be done i think… script movers, some scripting and maybe even some flashy stuff… might not be able to make it looked locked with the door lock symbol showing up… however, it could be made to work if u had a handle on it like the safes in ‘thief’, and the handle just jiggles for anyone else but a covert… hmmmmzz… i’m shure it can be done.

EDIT: in fact since im bored with my map making at the moment, i’ll take a break and have a go at making a safe like that. i’ll let you know if i fail or not. :smiley:


(Fusen) #8

Actually not quite true, I did manage to have a door that only opened one way. The thing was it’s not what I wanted to happen and I have no idea how the hell it ended up like that :confused:

Is it a door leading to another room (IE can the door be activated from both sides?). If not, then try selecting the ‘reverse’ flag (or whatever it’s called) to make the door always open towards the player.[/quote]

ya I’ve noticed this in alot of the custom maps where the makers didnt mean for it to happen it just does


BUY VAPOLUTION


(SCDS_reyalP) #9

You can use the reverse spawnflag to make it open toward the user. That is probably what madmaximus meant to say :P. This is usually used on ‘teamed’ doors (not to be confused with team doors :D)

Perhaps the doors that only open one way have something to do with surrounding geometry ? I’m pretty sure the func_rotating_door sewer hatch I made for mp_forum only opened one way.


(MadMaximus) #10

a test door i tried opens away from me from the start, and if i open it again i t swings toward me, then goes back to away and toward upon subsequent activations.

when i check the ‘reverse’ flag and try it again, it swings toward me 1st, then away again and towards upon subsequent activations again.

it just seems to swing out and in always but i know it shouldn’t. on battery when your a covert trying to get in the back way, it always opens inward. I found when i have the origin in a certain spot either more back or forward along the same plane as my door it affects it also.

but getting back to that ‘safe’ problem… i think i got a handle on it now… at least i think i do. more tinkering is needed and COFFEE!!! :blah:


(Erik-Ftn) #11

Hi, Ive put some time into this and this is how it works at my place:

If u check the force spawnflag and set degrees to (+/-) some degress u get the direction from choosing +/- and its always the same way.


(MadMaximus) #12

to do a safe like that would need a script mover i think, to do some snazzy stuff with it. with the mover u can use the degree’s and it will take the shortest path to get there, ie… as in 270 degree’s would move in a 90 degree path from it’s current position in the opposite way. i tried that yesterday with the door_rotating though with the force set, also with the reverse in different tests by themselves and alone and it makes the door swing out and keep going until it moves 3/4 in a circle, lol.

but for a mover it works proper, 90 is 90 out, 270 is 90 in. i just woke up with 3 days off, so i can play with it later to see what works… after sum COFEEE!!! =)

oh, btw erik, that print entity is just amazing, i was playing with it last nite and it works great, good discovery there. :smiley:


(MadMaximus) #13

well, got a fresh cup of coffee and started to map, made a safe got the safe door to work with a script mover.

and i don’t know if anyone has ever tried this before, but just for fun i selected my func_invisible_user and added the key/value of allowteams/axis,cvops and it works like a charm! can also be used on the invis_user trigger and not just team doors!

axis can open the safe but allies cannot, unless the allied team member is a covert in uniform.

i’m going to test later if that allowteams works with all triggers instead of just doors, but for now it works with a func_invisible_user so it’s very promising that it will work with the other’s also :clap:

unless it’s just working on my machine for some odd reason, but i don’t think thats the case =P

now… is there a way to make a scripted event if your in a trigger and try to use it and it fails? hmmmzzz… what i mean is… i’ll get back to that later after a try a few things 1st.


(G0-Gerbil) #14

Wow, nice detective work - a useful bit of info to remember for future!


(S. Monkey) #15

Cheers MadMaximus, that looks great.

I’ll have a go myself.


(MadMaximus) #16

yeah… just lucky to stumble upon it. but it plays no sound when it can’t be activated and still shows whatever hint symbol u set it at regardless if u can use it or not.

if there was a way that by trying to activate something and u couldn’t, and that could trigger an event in a script also would be a great advantage. for example, if you went to a team door, got the locked symbol and tried to use it, got the locked sound… but if by failing at that it could trigger an even where u could do something in the script such as blow u up, or spam a wav file like “who is it?” ect… i can’t figure out if that’s do-able without adding aditional trigger’s around it… would simplify things.

i got a combination-dial on the safe now and when someone try’s to open it, the handle just jiggle’s twice, and if it can be opened by the right person the combo dial spins 3 times, the handle jiggles once and then moves to the unlocked position, all with custom sounds. reminds me a lot of thief.

have to figure the rest out now.


(Erik-Ftn) #17

“Force” spawnflag is your friend.

to do a safe like that would need a script mover i think, to do some snazzy stuff with it. with the mover u can use the degree’s and it will take the shortest path to get there, ie… as in 270 degree’s would move in a 90 degree path from it’s current position in the opposite way. i tried that yesterday with the door_rotating though with the force set, also with the reverse in different tests by themselves and alone and it makes the door swing out and keep going until it moves 3/4 in a circle, lol.[/quote]

270 degrees is 3/4 of a full circle, which is 360 degrees…lol. :wink: The “reverse” flag is for teamed doors to move in the same way and nothing else. Try putting two rotating doors together (double doors) and set team random_name to them both to see.

but for a mover it works proper, 90 is 90 out, 270 is 90 in. i just woke up with 3 days off, so i can play with it later to see what works… after sum COFEEE!!! =)

Sry m8, if 90 is 90 out and -90 is 90 in and actually X is X and -X is X in all the way you just don’t get the trouble with the door moving through the safe, ever, which was what you tried to avoid in the first place. :wink:

oh, btw erik, that print entity is just amazing, i was playing with it last nite and it works great, good discovery there. :smiley:

Thx m8, keep it up.

cheers


(MadMaximus) #18

im not to shure if it works with negative numbers, i never tried it yet, but i can give that a shot to see if it works. however, it does work as i explained.

EDIT: the negative does work, i just tried it.

er, when u say that 270 is 3/4 of a full circle which is 360… er… i don’t get what u mean.