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Scripting issue: Doors

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 Pahricida
09-06-2004, 11:02 AM
#1
Heya!

I was thinking wether it was possible to have a fully operational door that was triggered by a button close when the button is destroyed...

I know I'd have to fiddle around with icarus to do that but I ain't very good at that so before I even consider learning it would that be possible ?

Greets
Pahri
 *Dark
09-06-2004, 1:30 PM
#2
What exactly do you want, a door that does not work until a button is destroyed? i am sure that unless you want it to be a rotating door that you would not need it to be scripted at all
 Pahricida
09-06-2004, 4:16 PM
#3
well didn't precisely express what I wanted, but it doesn't matter anymore since I made it without scripting. :D


What I wanted was a door that is operated by a button.
With the button being destroyed the door should be deactivated aswell.
My method works well. :D
 EvilJedi
09-06-2004, 9:07 PM
#4
and.. How did you do it??
 Shadow_stone
09-07-2004, 12:54 PM
#5
just use a target deactivate
 Pahricida
09-07-2004, 2:02 PM
#6
Alright wrote a quick Tutorial:

STEP I:

First off construct your door. Doesn't matter wether you make it out of one or multiple func_door groups you'll just have to include a target_relay when you use more groups for more complex door structures.

Assign these parameters to it:

http://home.arcor.de/pahricida/Tutorials/func_door.gif)

the target and targetname may vary since it's assigned randomly when you link the two entities via STRG+k

STEP II

Now construct your button. Now instead of turning it into a func_button as you may have thought make it into a func_breakable with these parameters:

http://home.arcor.de/pahricida/Tutorials/func_breakable.gif)

STEP III

Construct a brush infront of your fake button. keep it's dimensions somewhere in between 48x48x88 to 96x96x88, depending on wether you want people to have to be next to the button to activate it or just roughly in the range of the button (may be helpful to smoothen gameplay).
Now assign the trigger texture to the brush and turn it into a trigger_multiple. Link this to the func_door and assign it following parameters:

http://home.arcor.de/pahricida/Tutorials/trigger_multiple.gif)

STEP IV

Create a target_deactivate and link the func_breakable button to it. Now link the target_deactivate to the trigger_multiple. Now as soon as the breakable is destroyed the trigger multiple won't work anymore and *tadaa* you've got your deactivated door. :D

here's a top-view scheme to make it clear:

http://home.arcor.de/pahricida/Tutorials/tut1.jpg)

aaaaaaaaaaaaand finnaly a radiant view:

http://home.arcor.de/pahricida/Tutorials/radiantview.gif)

actually pretty easy once you've found out. I've fiddled with masses of triggers and target entities for about two hours until I got it working. :D
 *Dark
09-07-2004, 11:41 PM
#7
sounds good, although you cannt have it open like a normal door
 zag
09-10-2004, 6:38 AM
#8
ah im glad you worked it out eventually parhi:)

dark if you want rotating doors try this thread:

http://www.lucasforums.com/showthread.php?s=&threadid=122700)
 *Dark
09-10-2004, 9:58 AM
#9
when i said normal door i ment that it would open when you walked up to it
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