breakable door Created 19 years ago2005-03-26 03:14:16 UTC by mustang67 mustang67

Created 19 years ago2005-03-26 03:14:16 UTC by mustang67 mustang67

Posted 19 years ago2005-03-26 03:14:16 UTC Post #99141
does any one know how i can make a door rite in front of another other door, but the first door is a trick door that slams down on u and causes damage if a player tries to open it. but if the trick door is destroyed the door behind it (the real one) can be used to gain access to the next room. (the idea is from a Zelda game)
Posted 19 years ago2005-03-26 06:04:00 UTC Post #99143
I'm sure you could figure out a way to do it. I suggest you reseach the entities:

func_train
env_render
func_breakable
trigger_relay
func_door
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-27 14:55:41 UTC Post #99434
ill try, thanks for the help :D
Posted 19 years ago2005-03-28 02:18:40 UTC Post #99621
im having a bit of trouble, how do i use the trigger_relay
and i cant understand how to use the func_train :zonked:
Posted 19 years ago2005-03-28 04:22:21 UTC Post #99629
For the trigger_relay, you want to just use the KillTarget field to remove an entity from the game.

There's a tutorial on the func_train, its name has "elevator" in.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-30 00:04:18 UTC Post #100022
would it work better if i made the trick door a "func_door" rotating that had the origin at the bottom (not the side) rather thatn "func_train", it just seams like that would make more sense, then again you know more than i do.
Posted 19 years ago2005-03-30 12:32:04 UTC Post #100140
Ah, I see, I didn't realise you meant rotates down to crush one. Yes, that's a better idea.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-30 15:28:43 UTC Post #100188
An exp. map that features trigger_rellay http://twhl.co.za/mapvault_map.php?id=2574

and an exp. map for func_train http://twhl.co.za/mapvault_map.php?id=927

;)
Posted 19 years ago2005-03-31 22:17:48 UTC Post #100454
i looked the whole thing over, its impossible to make the door work exactaly how it should. to get it to work the same way it did on OoT, i think i need to use spirit
Posted 19 years ago2005-04-01 03:57:48 UTC Post #100466
Maby you dont, browse through the entinity guide and look up some entinity's. Because it shouldnt be to hard to make a door fall on someone. i dod it once with a trigger once and a func_door_rotating.
Posted 19 years ago2005-04-02 01:27:49 UTC Post #100763
no no, i know how to make the downward moving door. but theres now way the door can also be broken. Spirit is the only way this would be possible. i read over the entities in the guide, and i read the guide for spirit, and thats the only way the door can function like it does in OoT. then agin there might be a way to do it without spirit, Im just not smart enough to figure it out :nuts:
Posted 19 years ago2005-04-02 04:59:37 UTC Post #100776
Y'might be able to do it with two doors, an actual door and a breakable psuedo-door. Dunno the scenario, so I can't say.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-04-03 20:53:10 UTC Post #101275
the door that swings down also needs to be breakabe or (appear to break) which would most likley require complicated rendering and relaying entities far beyond my comprension.
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