Rotating door goes up...


(Aikon) #1

Hey dudes,

I’m making a small map for my gaming community, and it’s almost finished. Now, I have this big cage like in WWF and I have a door on the top of it. The purpose of the cage is: people climb up it, they open the door, and this way they go in. But my problem is, how do I make the door rotate upwise? I have a pic right here:

Stats for the door:
angle: -1
classname: func_door_rotating
type: 5

I know that this is possible of doing, think of Assault, in the base, the tunnel leading towards the sewers.

Thx in advance!


(=DaRk=CrAzY-NuTTeR) #2

on the door’s spawnflags tick y_axis and it will open, x_axis if its on the x axis, wotever way the door opens on

and i think if u want it to open upwards tick the reverse box


(Ifurita) #3

you can also take a look at the script for Battery. they have a hatch that opens along the horizontal axis but only up


(Aikon) #4

Thx iffy, that was indeed the sort of hatch I was talking about. But there is nothing in the .script file about the hatch. Only script_movers for the levers to go up and down. No .map file found.


(Ifurita) #5

i think the hatch itself is a script mover


hatch_controller
{
	activate
	{
		trigger hatch use
	}
}

hatch
{
	trigger use
	{
		trigger hatch open
		trigger hatch close
	}

	trigger open
	{
		accum 1 abort_if_equal 1
		accum 0 abort_if_equal 1
		accum 1 set 1
		accum 0 set 1

		wait 50
		playsound sound/movers/doors/door5_open.wav
		faceangles 0 0 270 1500

		accum 0 set 0
	}

	trigger close
	{
		accum 1 abort_if_equal 0
		accum 0 abort_if_equal 1
		accum 1 set 0
		accum 0 set 1

		wait 50
		playsound sound/movers/doors/door5_close.wav
		faceangles 0 0 0 1500
		playsound sound/movers/doors/door5_endc.wav

		accum 0 set 0
	}
}

Stupidhead


(Aikon) #6

Oh…lmao…:smiley: Thx! Must’ve looked over that one…bah…ctrl+f<— = DOODOO!!!


(Aikon) #7

Bah…realising that I’m a dummy when it comes to scriptmovers…is this right?:

stats:

the door:
classname: scriptmover
spawnflags: 2
target: hatch_controller
scriptname: hatch

the path corner:
classname: path_corner
scriptname: hatch_controller
targetname: hatch_controller

…I’ve used 2 tutorials with scriptmovers so far, and this should be right…but it ain’t. And the answer is probably right in front of my nose. Can someone make an explenation based on that pic (without the origin there, of course). Danke!

EDIT: Make that 3 scriptmover tutorials…

Edit: Well, it works…WOOOHOOO!!! Iffz0r, j00 da man!