|
Post by JakeHarold on Jul 13, 2009 15:49:36 GMT
So there are many tutorials on making doors, and they are very simple and easy to do. But on some maps, "Dm Dual" for example, special doors are used, that look like triggerable objects, instead of blocks that get moved.
I can't figure out how to use these, and I can't find a tutorial on it either, so i thought I would look for halp here.
Any suggestions? It's probably very simple.
|
|
|
Post by john88z on Jul 13, 2009 20:46:43 GMT
Prop_door_rotating? You mean like that entity?
|
|
tyrael
Pro Trained Noob
Posts: 29
|
Post by tyrael on Jul 15, 2009 1:30:49 GMT
www.megaupload.com/?d=MMPU5FMUHere's a vmf I made for you. This is just an example with a small door model. There are ones with just 1 model that moves. For that just do Onstarttouch Name Setanimation Open OnEndtouch Name Setanimation Close Also make sure the speed is fast - you don't want people getting having too wait. Every FPS knows that every second counts and if you get stuck on a door that could have been 1 second saving a CP or flag.
|
|
|
Post by Jakeharold on Jul 15, 2009 20:16:19 GMT
Thank you very much, that was exactly what I meant. I just wish there was a video somewhere showing how this is done, I'm pretty new to map making and this seems a bit complex ATM.
|
|
|
Post by Eatbeavers(SWE) on Jul 15, 2009 20:20:17 GMT
it aint that complicated if you know what he means
|
|
|
Post by NickWild on Jul 16, 2009 15:00:01 GMT
Hey there. I'm friends with Jake and were independently making maps and learning the source SDK at the same time (although he's further ahead than me now). Anyway, thanks for the example tyrael, it was definitely helpful, but the door that he, and now I are referring to is models/props_well/main_entrance_door.mdl. If you go into the Model Browser and click the 'sequence tab', the model has sequences for idle, open and close , where instead of the door just shooting up wards, the door lifts and arcs so it's facing the ceiling. Here's a picture of what it should look like when it's 'open'. I know how to make a door go up and have the frame stay still and make it team specific and all that, but this object seem to have it's own set of animation built in, and I don't know how to activate it. (I think that's how it works, as I said I'm relatively new to mapping). I actually don't want to use this door, but Jake has given up with it and I want to know whats wrong and how to fix it so I can think more like a mapper. Any more help greatly appreciated.
|
|
tyrael
Pro Trained Noob
Posts: 29
|
Post by tyrael on Jul 17, 2009 2:06:34 GMT
Alright uh. What you want too do is first set the prop as dynamic. If the prop is ever going too move and be triggered it's dynamic. If it'll never move, do static. If you can hit it around or it'll move by damage and what not do physics.
The next step is animations - which are VERY easy too do. Each prop has it's down animations. The thing is 90% of all props in tf2 at least are just idle props. Meaning they don't have a set animation.
So, for the ones that do have animations it's very easy. Make your trigger. For my example it's a trigger texture tied too the entity "Trigger multiple". Since I supplied you with a map - just take that brush trigger.
Go into your outputs and type do all of these Onstarttouch Yourdoorname **** setanimation Open
Then add Onendtouch yourdoorname**** setanimation Close
**** = this is the name of your door. I think my were Bludoor/RedDoor.
Then you'll be set. Make SURE SURE SURE that your props are dynamic, and are named. Any questions post.
|
|
|
Post by NickWild on Jul 17, 2009 15:07:17 GMT
I understand what your saying, but I go to the outputs for the trigger_multipule and there is only 1 drop down box which has both 'set animation' and 'open'/'close' in it, and if i choose 'set animation', the font turns red to show it's wrong. Onstarttouch Yourdoorname **** setanimation Open Then add: Onendtouch yourdoorname**** setanimation Close Instead of this, it's actually: Onstarttouch Yourdoorname **** setanimation OR Open Am I doing something wrong? It's so frustrating being so close yet so far :/
|
|
|
Post by allsix on Jul 18, 2009 2:29:19 GMT
Via this input SetAnimation is right. With a parameter override of <none> change that to Open, and the next to Close. You have to manually type it in.
If ever anyone uses this setup: Onendtouch yourdoorname**** setanimation Close -It is always Output Target entity Via input Parameter override Delay
|
|