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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Having trouble scripting a moving door
Hightree
General Member
Since: Nov 5, 2004
Posts: 48
Last: May 23, 2006
[view latest posts]
Level 2
Category: CoD2 MP Mapping
Posted: Thursday, Apr. 27, 2006 10:32 pm
I used the Moving Things tut (see last paragraph) for scripting my doors in coduo.
Now I tried the same approach with cod2 and things are not working out...
Moving and rotating things work when hard-coded.
But when its to be triggered, it doesn't work.

I uploaded an iwd and a map file to illustrate my efforts.

TIA, Hightree
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notelvis
General Member
Since: Feb 19, 2005
Posts: 63
Last: Jun 13, 2006
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Level 3
Category: CoD2 MP Mapping
Posted: Friday, Apr. 28, 2006 09:10 am
your .map file won't work, could you re-upload it?
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD2 MP Mapping
Posted: Friday, Apr. 28, 2006 09:50 am
what kind of trigger did you use? Because somehow I couldn't get the trigger_use to work. Maybe you'll have to set some more key/values for it to work. A trigger_damage does work, so it's not the script which is wrong. I'll try some stuff today.
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD2 MP Mapping
Posted: Friday, Apr. 28, 2006 10:02 am
Ok, figured it out.

A trigger_use doesn't work. Use a "trigger_use_touch" instead.
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Hightree
General Member
Since: Nov 5, 2004
Posts: 48
Last: May 23, 2006
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Level 2
Category: CoD2 MP Mapping
Posted: Saturday, Apr. 29, 2006 02:34 pm
Thanks caretaker, that was the ticket [biggrin]

@notelvis
The starting viewpoint in radiant is not aiming at the scene, maybe that's why the .map file didn't work out...
Or maybe the download went a little screwy, try save as and make sure it doesn't set the type to *.html

I uploaded two new files that show the script in working order.
Here's the .iwd file and the .map file.

edited on Apr. 29, 2006 10:41 am by Hightree
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Bodger2
General Member
Since: Sep 4, 2004
Posts: 132
Last: Aug 5, 2006
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Level 4
Category: CoD2 MP Mapping
Posted: Saturday, Apr. 29, 2006 02:47 pm
The trigger_use has worked for me.I did a door test and used the trigger_use and all went fine untill I added the Key: cursorhint Value: HINT_DOOR.And it crashed the game on me.The reason as I remember from the previous version of CoD is that that image didn't exist.I haven't checked to see if this is still the case.But its interesting.
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Bodger2
General Member
Since: Sep 4, 2004
Posts: 132
Last: Aug 5, 2006
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Level 4
Category: CoD2 MP Mapping
Posted: Saturday, Apr. 29, 2006 03:27 pm
Well I did a few more tests and some cursorhints work and some don't.And the only images I see are hint,hint health,hint mantle,and hint usable.

HINT_INHERIT ok
HINT_NONE ok
HINT_ACTIVATE default
HINT_NOACTIVATE bad
HINT_DOOR bad
HINT_DOOR_LOCKED bad
HINT_MG42 bad
HINT_HEALTH ok
HINT_LADDER bad
HINT_FRIENDLY ok

Maybe its not an image issue but that those hints have been removed from the game.But are still in the def file.In any case those are the results from my tests with trigger use.
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Hightree
General Member
Since: Nov 5, 2004
Posts: 48
Last: May 23, 2006
[view latest posts]
Level 2
Category: CoD2 MP Mapping
Posted: Saturday, Apr. 29, 2006 09:09 pm
Bodger2, can you tell me how you got trigger_use to work ?
trigger_use_touching is working, but I have some doors that open in the direction of the player.
When they have to touch it to open it, they have to jump right back or be swept away by the door...
So trigger_use would be my choice.
But when I try it, the hint gets displayed when the player is somewhere else and clicking use does nothing whatsoever.

Could you maybe post a working example ?
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Bodger2
General Member
Since: Sep 4, 2004
Posts: 132
Last: Aug 5, 2006
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Monday, May. 1, 2006 02:01 am
Theres nothing special about it,I just made a brush.And turned it into a trigger_use.But the script for it will control what direction the door opens.I have two triggers one on the inside, one on the outside.The door I did is like the way we used the door_rotating.Make the door brush,make an origin brush for the hinge.Then select both of those brushs and turn them into a script_brushmodel.Thats about it.I'm not going to post a sample just yet.I'm still developing a nice script for it.It will have different door types,with sounds for each type.Maybe double doors to.You will just have to wait for the tut.Or do you own.Sorry.
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Hightree
General Member
Since: Nov 5, 2004
Posts: 48
Last: May 23, 2006
[view latest posts]
Level 2
Category: CoD2 MP Mapping
Posted: Monday, May. 1, 2006 08:45 pm
No prob, I'm using the same method as you are with the script_brushmodel and all.
I'm just curious why mine reacts different then yours.
For the moment I'll just use use_trigger_touch.
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