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Forum: All Forums : DOOM III
Category: DOOM III Mapping
D3 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: moveable base as wall panel.
Liquefier
General Member
Since: Aug 18, 2004
Posts: 67
Last: Oct 19, 2004
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Level 3
Category: DOOM III Mapping
Posted: Friday, Oct. 8, 2004 06:25 pm
I tried to use a moveable_base as a wall panel that flies out at ya. However, it seems that moveable base works only for floor plates. If I had it in the wall, it would trigger a noise but not move, on the floor it jumps around. Should I be making it a moveable_somethingelse or do I need to use negative coordianates?

I know I can just use a mover, but I don't know if it would have the same effect as the moveable_base.
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foyleman
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Category: DOOM III Mapping
Posted: Friday, Oct. 8, 2004 07:13 pm
you should try using a func_movable along with a script.
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rEdrUmMDK
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Since: May 29, 2002
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Category: DOOM III Mapping
Posted: Friday, Oct. 8, 2004 08:21 pm
Like I said before you can make a brush dance with scripting.

Take a look at the scripting tutorials which include the script and I think the map file. The func_mover is the easiest.

I have seen many editor crashes while working with the func_mover. I have around 50 in the map I am working on so far.

Here is what I do:

1. Right Click and add func_mover
2. Rename it
3. With it still selected type in model for the Key
4. Same name you named the func_mover
5. It should turn to a little red dot. (you have to save and close the editor then reopen to get the brush back).

Then you can resize it, texture ect.

Most of the time when I saw the editor crash it was when I made the Key----model

So save freguently.
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DEATHGIGAS
General Member
Since: Aug 20, 2004
Posts: 111
Last: Mar 11, 2006
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Level 4
Category: DOOM III Mapping
Posted: Monday, Oct. 11, 2004 08:09 am
Hopefully this will help. I wanted to create a toilet door that gets blown off it's hinges as it's triggered so I had to have the door standing upright, like a wall panel. I used a func_moveable base and got it to work, just by following the tutorial.

One thing I've noticed, when you want things to move in a specific direction, it seems view dependant. Use the view you want that best shows the direction you want something to move in, then using the initial velocity key, set the distance such as (100 100 100). The first 100 is for the x value indicating you want it to move a 100 grid spaces in the x direction. The 2nd is for Y, The third for Z, where x and y equate to left and right and z is up. In this case negative values mean the opposite direction.

One other thing, if the panel fits exactly into the wall and floor, wireframes actually touching, it will get stuck since general brushes are considered solids in game. Try and scale your panel down so that the wireframe borders don't touch. Best spacing for this would be the 0.00125 option, the smallest.
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