well, what I’m trying to do is this:
this script_mover’s gotta function as a team door and here’s why:
when a player opens this door, that will prevent another script from being run. Which means, if a player opens the door, something else will not be able to be triggered until the door is closed. And once that other thing is triggered, this door will not be able to be opened.
Surely, I could make this door disappear and another thing which won’t function as a door appear instead when that other thing is triggered, but that won’t do it for me.
For you to understand totally, the exact thing I’m trying to do is this:
A big gate, with a door on it. You know, like those gates in a fire station. The gate is controlled by a switch, but the door should be a team door. So when you open the gate, this door can not be opened until the gate is closed again. And when the gate is completely closed, and if you open the door, you can’t not hit the switch until the door is closed again.
At the moment, I have a pretty simple but kind of ugly working solution to this. Here it goes:
The gate consists of 2 seperate script_movers. First is the gate itself with a hole on it where the door should be. The 2nd one is the door which fills that hole.
When the gate is sealed closed, that 2nd script_mover door is invisible and there’s a func_door_rotating instead of it. Whenever you hit the switch, the func_door_rotating is setstate invisible and the script_mover door is default, so the gate and the door opens as one. But this could look ugly when someone opens the door and someone else hits the switch right after that. The rotating door will suddenly be shut
If I can not have a script_mover team door, what I achieved above will do it, but why stop there if I can do better?