How do you make a sliding door that closes on an event?


(Ifurita) #1

I wanted to steal one of Loffy’s ideas and make a sliding door close at the objective return point if a team is not in control of their own objective. So … I wanted to make a sliding door, that is triggered (closed) when a side’s objective is stolen by the enemy. I don’t see how I can make a func_door script triggerable. I guess I could make a script_mover. I know I can setstate the func_group, but that wouldn’t look very cool. Anyways, just looking for thoughts and ideas.

Thanks


(Mean Mr. Mustard) #2

Yeah, just make a script_mover and have two path_corners, one for open and one for closed. Then it’s just a matter of scripting a ‘gotomarker’ and enabling a speaker. I have my factory gates open/close depending on the state of an allied cp.


(Loffy) #3

Hi!
I had a script_mover that was setstated invisible at the start of the game, and setstated default whenever it had to be closed. A sliding door would look much better/natural.
// L.


(Ifurita) #4

thanks all


(=DaRk=CrAzY-NuTTeR) #5

not really that hard

whenever something happens like if a wall is blown ‘trigger the_door close’

simple :smiley:


(Ifurita) #6

w00t, got it to work


(=DaRk=CrAzY-NuTTeR) #7

:clap:


(neotic) #8

Ifurita, did you use a func_door or a script_mover like mentioned above? Just curious.


(MadMaximus) #9

mover most likely


(Ifurita) #10

script_mover. Worked out quite nicely, then I scrapped it


(G0-Gerbil) #11

I have my factory gates open/close depending on the state of an allied cp.
Nice idea :slight_smile:


(Ifurita) #12

I was going to use mine for a dual obj map - where if your obj was stolen, the gate to your cap point closed


(G0-Gerbil) #13

Gotcha - got to be a good idea. I’ve seen too many dual cap maps (granted, not in ET) where both teams basically ignore their own defence to go all out to get the objective. This is a rather big ‘oi no!’ to that tactic :slight_smile: