Trap door opening one way only


(Noldor) #1

Hello,
as topic i would know how to make a trap door that can be opened only outside.
Actually this trap door is on the roof of a bunker, so people inside the bunker need to open it inside out while from outside it needs to be opened reverse. i tried with the “reverse” flag of the func_door_rotatin, adding a clip brush on the inside border, but the door doesn’t care about the clip and still opens reverse also from inside.

Any suggestion?

PS: i am a n00b (every day i pass reading this forum i feel more and more n00b) i read other thread about door as script_mover but still haven’t understood very well how script_mover interact with brushes and the target stuff. i’m studying it…


(SteelRat) #2

Maybe reading this might help: http://user.tninet.se/~fzo823r/doors.htm


(Noldor) #3

thank you for posting, SteelRat, i have read the link you gave me but i only increased my confusion :\ is there sort of a Scripting manual for ET to learn how things interact each other with simple examples? i have bases of programming with javascript and C, i can see it uses embedded cycles, but i can’t easily figure how the variables and funtions work together.

Sorry if these questions seem too obvious for you all, but i get lost in this huge forum and i can’t find something useful simply searching on Google for “q3 tutorial” (even less with “et tutorial” - the best source point to this forum).


(MadJack) #4

All I can say is… http://www.planetquake.com/simland/ldr1_1/

This is the Level Designer Reference 1.1

Though it’s not that hard to understand, it doesn’t go into the depth some tuts will go but it will definitively give you a very good starting point on a lot of things you have to learn either from exemples or from experimentation.

There are several maps and scripts in those pages though I would’ve liked more about entities and their key/value… But hey, gotta be happy, we do have SOMETHING :smiley:

HTH


(Noldor) #5

yes probably i only need to study the reference manual better…

By the way, is there any encyclopedia of brush textures and what they do? i mean origin, clip, ladder and all the other, just to integrate with the manual


(MadJack) #6

Those common textures you’re talking about can be checked in the Radiant’s docs. Help->Manual (F1) and Help->General->All that apply.

You’ll be able to get basic info on those common textures, shaders and how they work etc.

Have fun.


(Noldor) #7

thanx madjack! :drink:


(MadJack) #8

You’re welcome! :slight_smile:


(Noldor) #9

Hey,
i followed the steelrat link’s tutorial to make the trap door, even if some passages are still not so clear, but it give me a weird error when i “devmap” it: [script_mover must have a “scriptname”] . I checked the only script_mover of my test map, the door brush with his origin brush, and both contain the key pairs [scriptname door / targetname door]. And the .script files contains the same names of the link. What can be the problem?


(MadJack) #10

If everything is set as it should then my guess is there is another script_mover in the map without the scriptname key. You might want to check that first.

If that doesn’t help, post the relevant part of your script and the entities’ keys.


(Noldor) #11

yeah it was that. there was a script_mover somewhere without scriptname associated. Is there any way to show only entities (maybe only script-movers) with Radiant? I get crazy finding it in the map - i restarted a new map pasting the construnctions :\


(MadJack) #12

Hit L in radiant and you get the list of entities in your map, go through the list and hit select to select the entity… Or open the .map file in a text editor and search for script_mover.


(MadJack) #13

Maybe going into Help->Shortcuts list would help you too :slight_smile:


(Noldor) #14

thanx madjack! i’m getting some problems with constructable objects, i.e. const level 3 destroyeb by satchel and crates that don’t turn on/off… damn… and now this error: SV_SetBrushModel: NULL. Grr :disgust:


(Noldor) #15

ok i found the problem. The Func_explosive entity had the “health” parameter not set, so it was destructible by shoots and satchel. The other problem was that i had 2 trigger_info_objective with the same parameters.

I don’t understand this: why if i select 3 brushes and then make them Entity it recognize like only one, while if i make one and the clone it (with same parameters) it makes many entities? so, if i forget to make an origin brush for a script mover or i want to add something to the func_constructible, do i need always to re-select all and re-make the entity?


(MadJack) #16

I don’t really understand your first question but for the second, here’s the answer.

If you add a brush to an existing script_mover or constructible or whatever, hit ESC a couple of times, select the new brush you want to put in the script_mover then select one of the brush of the script_mover. In the 2D window, right-click and chose: Move into entity. That’ll put the FIRST brush you selected into the group of your second selection. Don’t make it the other way around because you’ll lose ALL its keys/values and move it to worldspawn or whatever that first selection is part of!


(Noldor) #17

wow thank you madjack, this is a very useful information!

for the first question, well i had some problems with something i am working on my test map. this is a bit Out of Topic, so i will post in another place. Here’s the link, please have a look!

http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&p=74156#74156