Paths and Doors... Created 20 years ago2003-09-26 12:54:47 UTC by Marlborometal Marlborometal

Created 20 years ago2003-09-26 12:54:47 UTC by Marlborometal Marlborometal

Posted 20 years ago2003-09-26 12:54:47 UTC Post #1698
Yeah, I seem to have ALWAYS problems with doors (instead, I?m just learning to map :P)...
This is my new problem. I?ve got two rooms separated by a func_rotating door. My idea was to have a soldier moving from one room to another using path_corners and, well, the soldier starts moving but blocks when reaching the door because it doesn?t open.
I?ve tried using the fire on pass with the door (and used it on several path_corners) but doesn?t work (on any of them), I?ve also tried some triggers only triggerable by monsters (setting them on the soldier?s path) but doesn?t work nice and it?s so difficult to coordinate.
How can I make the soldier move from one room to another opening the door on his way?.
Thanks.
PS: Does my nickname appear on my posts?.
Posted 20 years ago2003-09-26 13:08:55 UTC Post #1699
Yes it does. And making entities walk through doors is a nightmare! But if you have doors and info_nodes, 1 room, and a room on each side of the main room, with doors blocking the way, and have a grunt in each side room, when you fire at one grunt, the other will come rushing through to shoot at you. But this is with nodes. Otherwise, maybe scripted sequences?
Posted 20 years ago2003-09-26 13:10:47 UTC Post #1700
I?ll try some scripted sequences if I can make them cycle. You know, the thing is in having the grunt make his guard round. (Poor english :( ).
Thanks a lot Vassy.
Posted 20 years ago2003-09-26 16:31:27 UTC Post #1709
Path_corners are really only good for getting monsters to walk around inside rooms, you really need to use scripts to get them to go through stuff. Once they leave a path_corner for a script, they wont return to one. So the best Idea is to script the whole thing.
Posted 20 years ago2003-09-27 04:00:53 UTC Post #1728
If you pot in a little more work in the scripted_sequences, you can make the grunt "punch" the "button" to open a door. The Grunt model has an animation to do this, play arround with the scripted sequences and you'll get it eventually, like i did.

another thing to note about path_corners is that the monsters stop patrolling them once they see or hear the player / combat / enemy.
Posted 20 years ago2003-09-27 04:08:31 UTC Post #1730
oh the spelling errors!
if you pot ... If you PUT
Posted 20 years ago2003-09-28 18:49:47 UTC Post #1815
Thanks!.
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