Help with door_rotating Created 20 years ago2004-03-06 02:19:01 UTC by Meatwad2k Meatwad2k

Created 20 years ago2004-03-06 02:19:01 UTC by Meatwad2k Meatwad2k

Posted 20 years ago2004-03-06 02:19:01 UTC Post #18455
Hola, new to the forums here so please don't tell me that this has been posted already. I am making a map for Scientist Hunt for a group of friends and in the map theres a big pool with monstermakers for ihcthyosaurs. I have switches to activate everything. Theres a cage above the pool with monstermakers set with scientists. Theres a func_door_rotating that he stands on, supposably, i press a switch and door opens and he drops in and gets eaten, but it never opens when he is inside the cage. Any help at all would be great, thanks. :cool:
Posted 20 years ago2004-03-06 04:25:59 UTC Post #18456
Do u have an origin brush?
AJ AJGlorious Overlord
Posted 20 years ago2004-03-06 05:17:02 UTC Post #18459
Welcome to TWHL! Hmmm... hard to say from the description. In addition to Anthony's suggestion make sure the door's name and the button's target match exactly... it's good policy not to use any capital letters. If you post the RMF in the Problem Maps section of the vault I'll take a peek at it in the morning. Well, later in the morning after the sun comes up. :cool:
Posted 20 years ago2004-03-06 05:54:29 UTC Post #18461
Also no spaces in the name, use underscores if u REALLY have to otherwise nothing else
AJ AJGlorious Overlord
Posted 20 years ago2004-03-06 14:11:24 UTC Post #18534
Ok thx guys,it uses a few wad files for the mod though but its based on the HL.fgd. Yea I do have an origin brush, the button and door have the exact names they need to be, but the scientist never drops unless its empty or if its got gibs in it I guess I'll post it, u can probably avoid the .wads because its only in the living room area of the house and the outside, in which you cant go, and theres no skybox yet.
Posted 20 years ago2004-03-07 01:50:17 UTC Post #18597
There are some really bizarre problems with putting Sci's to death. More often than not they don't want to go.
The problem with your func_door_rotating is that it is interacting with the Sci. (I don't know why, I have just seen it happen)
You are going to have to try a few things and see what works. I have posted a few ideas at the Vault.
Another one that I know works is changing the func_door_rotating to a func_door (trapdoor like-not swinging) make it move fast and it will drop your Sci.
Posted 20 years ago2004-03-07 04:24:15 UTC Post #18607
There are some really bizarre problems with putting Sci's to death. More often than not they don't want to go.
Ah, not just me then, I was having trouble getting one to die from falling from a func_breakable into a pool of slime. He kept popping back up and floating and crazy stuff.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-03-07 16:24:43 UTC Post #18671
Even those chickens have basic survival instincts! I managed a fix using a multimanager and a trigger_push... it seems doors / walls / whatever get stuck if the sci is standing on it. A tiny properly timed push, and bye-bye sci guy!
Posted 20 years ago2004-03-07 17:39:34 UTC Post #18686
Heh, I fixed it but in a kinda lame way, I changed it to a func_door instead of rotating. My avatar is a screenshot i took from the level, as you can see the sci didn't drop so the (i have no idea why) icky flew out of the water and started gnawing at his ankles. Thanks for the help anyway, much appreciation. :cool:
Posted 20 years ago2004-03-08 05:39:16 UTC Post #18717
Another one that I know works is changing the func_door_rotating to a func_door (trapdoor like-not swinging) make it move fast and it will drop your Sci.
You calling my fix lame?
Them's fighting words Meatwhatever....
;)
And yeah Crash... good work, thinking outside the square.
Posted 20 years ago2004-03-08 15:31:10 UTC Post #18766
(quickly muttered) your definition of the square may differ from that of VALVe plc
Seventh-Monkey Seventh-MonkeyPretty nifty
You must be logged in to post a response.