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Topic: door is brush and does not move |
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Category: CoD4 MP Mapping Posted: Thursday, Jan. 6, 2011 11:54 pm |
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Hi again,
just making another map and since it is a fallout vault i`d like to have moving doors. Looked at tutorials here (and others around the web), but somehow i fail to make it move? All tutorials are telling about rotating here and there, and if tutorials about slide, then with ready made prefabs, not with a brush. I`d like to slide the brush up and down.
What i`ve done is:
- made a brush, textured it, gave it targetname door_slide, 2D>dyn>brushmodel
- made a trigger_use around it and named it door_trig
- selected both and pressed W to connect
then i have this as moving script:
Code:
main()
{
thread slidedoor_slider ();
}
slidedoor_slider()
{
slidedoor = getent( "door_slide", "targetname" );
trig = getent( "door_trig", "targetname" );
while(true)
{
trig waittill ("trigger");
//wait 4;
slidedoor movey ( 512.0,-4.0,80.0);
slidedoor waittill ("movedone");
wait 4;
//trig waittill ("trigger");
slidedoor movey( 512.0,-4.0,64.0);
slidedoor waittill ("movedone");
}
}
The file is in the zone_file and called in the mp_mapname.gsc
The best i could get after several hours of try and error was, that the door remained completely transparent. I mean, it`s there, but i can walk throu it, but i guess that is connected with the error that no physic preset is specified for the dynmodel.
Thanks for any help or ideas :) |
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| DeekCiti |
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General Member Since: Mar 13, 2008 Posts: 1293 Last: Jul 9, 2016 [view latest posts] |
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| SQUISHY44 |
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General Member Since: Apr 16, 2007 Posts: 213 Last: Jul 20, 2011 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Friday, Jan. 7, 2011 11:09 pm |
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Um... is there something i could be missing? I mean, the door moves, but like 1mm per second and it never stops moving :D
... and it moves away from me, not up, but i guess i just change the movey to movez, right? The coords can stay the same, or do they change, when i change the movey to movez? I tried a bit to play around, but got not very smart out of it yet (my first moving door).
Thanks again for any ideas
edited on Jan. 7, 2011 06:22 pm by CHS
BTW, does it matter, that the door has to go throu some other brushes or should that not be an issue? I mean, if the door has to have free movement space? |
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| SQUISHY44 |
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General Member Since: Apr 16, 2007 Posts: 213 Last: Jul 20, 2011 [view latest posts] |
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| TexasRebel |
General Member Since: May 1, 2006 Posts: 373 Last: Aug 20, 2013 [view latest posts] |
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| COLMAC |
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General Member Since: Sep 15, 2006 Posts: 914 Last: Jan 27, 2012 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Saturday, Jan. 8, 2011 07:02 pm |
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here 1 that i used in cod mw for double sliding doors
main()
{
thread door_start();
}
door_start()
{
doortrigger = getentarray("doortrig","targetname");
for(i=0;i
doortrigger thread door_think();
}
door_think()
{
stuff = getentarray(self.target,"targetname");
for(i=0;i
{
if(!isDefined(stuff.script_noteworthy))
continue;
if(stuff.script_noteworthy == "g_left_door")
self.left_door = stuff;
else if(stuff.script_noteworthy == "g_right_door")
self.right_door = stuff;
}
self.doorMoving = false;
while (1)
{
self waittill("trigger");
if(!self.doorMoving)
self thread door_move();
}
}
door_move()
{
self.doorMoving = true;
self.right_door movey(31,2,0.5,0.5);
self.left_door moveY(-31,2,0.5,0.5);
wait 3.5;
self.right_door movey(-31,2,0.5,0.5);
self.left_door moveY(31,2,0.5,0.5);
wait 3.5;
self.doorMoving = false;
}
remember that your brush is .script_noteworthy, named (g_left_door)&(g_right_door) you can use your own name
these are like star trek doors ![[smokin]](images/BBCode/smilies/smokin.gif)
hope this helps
also if you want malty door though out your map
you will need more scripts like thread door_1(); , thread door_2(); thread door_3(); and each door needs it own brush name
main()
{
thread door_1();
}
door_1()
{
doortrigger = getentarray("doortrig_1","targetname");
for(i=0;i
doortrigger thread door_1_think();
}
door_1_think()
{
stuff = getentarray(self.target,"targetname");
for(i=0;i
{
if(!isDefined(stuff.script_noteworthy))
continue;
if(stuff.script_noteworthy == "glass_left_door")
self.left_door = stuff;
else if(stuff.script_noteworthy == "glass_right_door")
self.right_door = stuff;
}
self.doorMoving = false;
while (1)
{
self waittill("trigger");
if(!self.doorMoving)
self thread door_1_move();
}
}
door_1_move()
{
self.doorMoving = true;
self.right_door movex(31,2,0.5,0.5);
self.left_door moveX(-31,2,0.5,0.5);
wait 2.5;
self.right_door movex(-31,2,0.5,0.5);
self.left_door moveX(31,2,0.5,0.5);
wait 2.5;
self.doorMoving = false;
}
![[smokin]](images/BBCode/smilies/smokin.gif) |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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