Okay, I did use the search engine but unfortunately, I couldn't find any answers.
I'm trying to make a vertically sliding door that opens with a switch and remains open until the switch is triggered again. I made a "func_door" brush and cut out a space for it to slide into. Then, in the entity window I entered the key 'angle' and the value 'up'. I set the speed and wait-time to 10 and set the soundset to 'door2'. I also selected the 'toggle' and 'player use' check-boxes.
I then created a trigger brush around the brush which I'm using to represent my switch. Next, I turned it into a 'trigger_multiple', set the wait-time to 10 and checked the 'facing' and 'use_button' check-boxes. I then linked it to the door using the 'ctrl+k' command.
I then compiled and of course it didn't work right.:( The trigger won't respond at all, and when I hit the 'activate' button directly on the door, it just wobbles, then when I activate it again it slides to the left.:confused: What'd I do wrong?
And a couple of related questions here: is it possible to make a door that closes and opens at different speeds? I'm trying to make a porticullis so I want it to drop down quickly and then retract slowly.
Also, is it possible to make a single door out of multiple brushes? I want to make a grid-work of brushes for the porticullis (I didn't try this with the test door that I was having the problem on).
Any help here would be much appreciated.
you can put as many brushes as you want into a door as far as I know... just make sure they are all selected when you make it a func_door ;)
might also want to uncheck the player use box on the door.. might work then. (not sure)
Originally posted by SeriousMite
I then created a trigger brush around the brush which I'm using to represent my switch. Next, I turned it into a 'trigger_multiple', set the wait-time to 10 and checked the 'facing' and 'use_button' check-boxes. I then linked it to the door using the 'ctrl+k' command.
If you checked the facing flag for the trigger, did you remember to also give it an angle? And you don't create the trigger around the switch, but in front of it. And set the trigger angle to point to the switch. The idea is that the player is standing inside the trigger. And also remember that if the switch is very low, the player might actually by accident be looking down, not straight forward, and thus the angle requirement wouldn't be fulfilled. So, take care when making a facing trigger.
Originally posted by SeriousMite
...is it possible to make a door that closes and opens at different speeds? I'm trying to make a porticullis so I want it to drop down quickly and then retract slowly.
Yeah. Use a func_static and a script. I will be very easy indeed. Just check any scripted elevator tutorial or thread to learn how to do it.
i think the angle value for the func_door is -2 or -1
one is up one is down i cant remember
Thanks guys. I didn't enter an angle for the 'trigger_multiple' so what value should I enter? 45, 90, 180, ect. or is it something different?
Originally posted by SeriousMite
Thanks guys. I didn't enter an angle for the 'trigger_multiple' so what value should I enter? 45, 90, 180, ect. or is it something different?
Well, obviously you are the only person on Earth who knows that, because it's your map... If the switch is to north from the trigger, then it would be 90; if the switch is located to west, then it would be 180; if south, 270; or if east, 0 (or 360). To put it more simple, you must enter the value you want to force the player to "face" when he's hitting the use_button.
heh... well I thought maybe you'd have to type 'right' or 'left' or something else.
No, luckily not. It's sufficient to hit the angle buttons... :)