Taboo rotating door question


(Yatta) #1

Ok I have to admit this is a dumb question since I could easily test it myself and find out the answer, but I have enough stuff to do already (and the truth is im too lazy) …

For the sake of mankind science, thou shall let the Truth become engraved in golden letters in the holy threads of this forum :

By default, do a func_door_rotating rotate clockwise or counter-clockwise, when alertentity-ed ?


(C) #2

I’ve never needed to alertentity a door… players usually open it.
My Radiant only states the following: “degrees: How many degrees it will turn (90 default)”

But i have a tricky answer for You…

It depends on the direction You look at the door.
The earth spins CCW when watching the northpole from above, and CW when looking at the southpole from below.

It’s all relative… same with the door


(kamikazee) #3

Seems nobody knows the answer, so why don’t you just try it?


(Yatta) #4

Im affraid of god’s ire for this is sacred forbidden knowledge …
Thats why I tried to lure in a naive non-believer in the foolish quest.

But now there seems to be no way out of this problem than trying by myself and risk the Punishment.

Shall I not return by two days, pass this message to humanity : “Let the func_doors_rotating rotate their way wichever it is, because their way will always be the right way as their will is the will of god.”

Wish me luck. :expressionless:


(Flippy) #5

It doens’t matter which way you look at the door? It will always be CCW or CW… right?

This seems like a perfectly reasonable question to me, other than the fact that you could have saved hours/days by simply trying it yourself.
I don’t think anyone will no the answer off the top of their heads for this, so anyone willing to answer your question would have to check it themselves… Which means you could have done it too :wink:


(Yatta) #6

I return from my quest !

It appears that a func_door_rotating rotates counter clockwise when alertentity-ed.

However maybe it takes in account the position of the entity which owns the script alertentity-ing the door ? This might need more investigation, but I have the result I wanted so im satisfied.

Its a small step for the man and a nano-step for humanity.


(stealth6) #7

haha :smiley: , you sure that its even a nano step :lol:


(Yatta) #8

Not really sure, but regarding the fact that humanity doesnt seem to be going anywhere, its the same anyways. :evil:


(MrLego) #9

Maybe this will help…

I have a door on an outhouse that I always want to open outwards (clockwise), if it opens inwards then the door won’t close when the player is inside.

Set the door spawnflags to 48 (check off force & reverse in the properties window) and set the angle to 90°.

Reverse makes the door open towards the player instead of away and force will push the player out of the way as it opens towards him.

When I am inside the outhouse the door still opens outwards - maybe because the angle is 90° instead of 270°.


(C) #10

… If You really want to have full control over the door, You can always make a script_mover door, and use the faceangles command to open it.
Along with a func_invisible_user it can even be opened by a player.


(kamikazee) #11

I was going to suggest the same thing. It does have some troubles with an enemy covert ops though and it does take some script for each door…


(C) #12

You’re right kamikazee…
The script_mover door will act like a normal door (no team-door).
And there is also a chance that players get crushed with a script_mover door.


(RayBan) #13

if your making a door to open in a specific direction with movers, and you
use a func_invisible_user to trigger it, then you can add the team only, cvops
to that invisible user, and it will only respond to a specific team, or a covert
in disguise. which is handy for other things than doors.


(C) #14

^^ yes… of course, clever RayBan.
That’s how entities work in ET.