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Forum: All Forums : Quake 4
Category: Q4 Mapping
Quake 4 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Rotating doors
Slagjoeyoco
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Since: Aug 1, 2006
Posts: 61
Last: Feb 8, 2008
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Level 3
Category: Q4 Mapping
Posted: Thursday, Dec. 28, 2006 08:03 am
Hi everyone,

I need help with creating rotating doors.
I know that I have to create a certain scriptfile for this, but I have no idea what to write in there and where to put that file...



edited on Dec. 28, 2006 10:03 am by Slagjoeyoco
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foyleman
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Category: Q4 Mapping
Posted: Thursday, Dec. 28, 2006 08:34 am
The doom 3 video tutorial that we have will work. Check it out here: http://www.modsonline.com/Tutorials-read-158.html
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Slagjoeyoco
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Since: Aug 1, 2006
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Category: Q4 Mapping
Posted: Friday, Dec. 29, 2006 03:38 pm
Yes I've already seen it but I want to create a door wich rotaates in both directions - you know like a hospital door for instance...
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foyleman
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Category: Q4 Mapping
Posted: Friday, Dec. 29, 2006 04:01 pm
You will have to go through the tutorial twice then. Once for each side of the door.

You need to trigger a separate script for each side of the door so that it opens opposite the player.

Now, the trick will be making it so that the second trigger (to the player) doesn't interfere with the first. When the player activates the first script and walks through the door. The second script will be activated and you need to stop this from happening.

I recommend adding something to the script that removes the second trigger until after the first script is run. So, the start of the script will remove the trigger brush from the map (or deactivate it). Then the end of the script will put the trigger brush back in.

Or another option is to move the second trigger to a place outside of your map while the script is activated. Then move it back at the end.

some scripting info: http://www.doom3world.org/phpbb2/viewtopic.php?t=2562&highlight=script+remove+trigger

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Slagjoeyoco
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Since: Aug 1, 2006
Posts: 61
Last: Feb 8, 2008
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Level 3
Category: Q4 Mapping
Posted: Friday, Dec. 29, 2006 04:24 pm
the problem is, there are nearly no codes on that website the link refers to

the door rotates in one direction only, like a clock
so if I want the door to open opposite the player, I would have to write $mydoor.rotateTo('0 -90 0')
allright so far, but when it closes again, it spins arround 360┬░
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foyleman
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Posted: Saturday, Dec. 30, 2006 07:10 am
Are you setting the return to 360 or to 0?
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Slagjoeyoco
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Since: Aug 1, 2006
Posts: 61
Last: Feb 8, 2008
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Level 3
Category: Q4 Mapping
Posted: Saturday, Dec. 30, 2006 07:58 am
no to 0
Just like this:

void rotate_mydoor() {
$mydoor.time(1);
$mydoor.rotateTo('0 90 0');
sys.wait(3);
$mydoor.time(1);
$mydoor.rotateTo('0 0 0');
}

void rotate_mydoor_back() {
$mydoor.time(1);
$mydoor.rotateTo('0 -90 0');
sys.wait(3);
$mydoor.time(1);
$mydoor.rotateTo('0 0 0');
}

the second paragraph works only for one direction - that's the problem because I don't want the door to push away the player...
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foyleman
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Category: Q4 Mapping
Posted: Saturday, Dec. 30, 2006 08:32 am
here you go. This will work:
Quote:
void rotate_mydoor() {
$mydoor.time(1);
$mydoor.rotateTo('0 -90 0');
sys.wait(3);
$mydoor.time(1);
$mydoor.rotateTo('0 360 0');
}
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Have you heard the MODSonair Podcast?:
MODSonair is a weekly podcast bringing you the news from a modders perspective.
Tune in every Sunday at 12pm EST to listen LIVE.
Quake 4 Mods for Dummies - Half-Life 2 Mods for Dummies
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Slagjoeyoco
General Member
Since: Aug 1, 2006
Posts: 61
Last: Feb 8, 2008
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Level 3
Category: Q4 Mapping
Posted: Saturday, Dec. 30, 2006 12:06 pm
yes okay thanks now it works...
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