mall door thingy (sensors) Created 19 years ago2004-06-10 11:17:08 UTC by Howdy Howdy

Created 19 years ago2004-06-10 11:17:08 UTC by Howdy Howdy

Posted 19 years ago2004-06-10 11:17:08 UTC Post #32040
You know in malls there usually are these weird doors that opens when you walk in front of them... is that possible in half life? And how?
I guess it have to be some kind of trigger that you have to walk into to trigger?
Anyone? :
Posted 19 years ago2004-06-10 11:35:36 UTC Post #32045
hi howdy, here's how youI do it:
first add you?re door and all that other s**t that you wish to have in you?re miserable little room.
Name you?re door something, like for example: NOSE
Add a respectable aaatrigger textured thingy in front of the door and set it to trigger_once.
Now youI have to set the "target" to youre door's name (NOSE)
and wola, a pathetic mall door thingy...
(I'm not crazy...)
;)
Posted 19 years ago2004-06-10 11:36:12 UTC Post #32046
oh well thank youme
:nuts:
Posted 19 years ago2004-06-10 11:58:44 UTC Post #32051
...
AHHHHH YES !?!

:|

Maybe he`s a bit "schizophren"?
Posted 19 years ago2004-06-10 12:04:59 UTC Post #32053
definately.
make that trigger_once trigger_multiple, so you can go back from the evil mall of hell.
Posted 19 years ago2004-06-10 12:16:29 UTC Post #32054
Looks like mad cow disease from the pic
Posted 19 years ago2004-06-10 12:54:46 UTC Post #32061
and a bit much!!
Posted 19 years ago2004-06-10 15:17:33 UTC Post #32087
Ok, now let's take it a bit more advanced. What if you wanted the door to stay open as long as you're inside the scanner area, and only want it to close after the player left this scanner area?

I'm anxious to see your solutions... just a little problem for those that want to solve it. Oh, and yes, I found a way to do it. Long time ago. But maybe your solutions are better. We'll see... :)
Posted 19 years ago2004-06-10 15:51:20 UTC Post #32097
lol...
oh well, ill be experimenting whit it...
Posted 19 years ago2004-06-10 16:15:48 UTC Post #32108
I'm interested to know how that's done CP... would save the headache of having to move out of the way of the door LOL
Posted 19 years ago2004-06-10 18:05:22 UTC Post #32137
uhh, just an untested Idea, but, why not make the doors func_trains and have it move open when you're near to it, and when you step away from it (Wherever else) it is triggered to close.

Hey! That would work! I did it!
Posted 19 years ago2004-06-11 00:39:12 UTC Post #32188
Why a func_train when you can use a func_door?!?!
AJ AJGlorious Overlord
Posted 19 years ago2004-06-11 07:14:35 UTC Post #32254
Because you have more control over a func_train than over a func_door? A func_train's target can be changed allowing for some interesting happenings. Also, when it's triggered when it moves, it stops, giving some more possibilities. Sometimes it's better to go with a func_train.

Oh, and Brattylord... when you step away, the doors go close. But while they are closing and you step into the 'open'-trigger again, what happens then? :)
Posted 19 years ago2004-06-11 08:00:09 UTC Post #32265
I was able to solve this problem when making the suit doors in Minimicus. My solution was a little complex. The door is set to 'toggle'. Two trigger_multiples in front of the door, each with their own master, so that only one of them is active at a time. The one closest to the door is active initially. When the active one gets triggered, it targets a multimanager that opens (or closes) the door and switches the masters. The trigger_multiples are set far enough apart so that the player can't touch both of them at the same time. As long as you stay in the area near the door, it will stay open. It only closes when you leave the area and pass through the other trigger_multiple. If you set it up properly, the player can't mess it up no matter how he moves around. I used the same setup for the cricket sound in the basement of minimicus. When you get near the cricket, he shuts up. Then when you walk away, he starts chirping again. I would be willing to post an example map for the doors if anyone is interested.
Posted 19 years ago2004-06-11 14:42:33 UTC Post #32411
yes, do. I am interstested. BTW, those suit doors in Mini... were cool, but I liked the shrinking effect. I have a question though, why didn't the grunts go after the bigmomma as big people? wouldn't it be easyer just to squoosh it with their foot? and how did they shrink that helicopter?
Posted 19 years ago2004-06-11 15:17:09 UTC Post #32421
I've wondered about that stuff myself. heh heh It would have made the maps a lot shorter if the grunts stayed big. Anyway, to stay on topic, I will post an example map of how the technique is done for making a door stay open while the player is near it.
Posted 19 years ago2004-06-11 22:05:25 UTC Post #32564
Example map posted. The door stays open until the player leaves the area. Let me know if you have specific questions about how it's done. Also let me know if you've figured out an easier way.
Posted 19 years ago2004-06-12 03:15:11 UTC Post #32598
Personally, I think your way is one of the easiest ways to do it. The way I did it was a bit more complex. Finally, I aimed for a door that would open as soon as the player was in the scanner area, no matter if the door was closed or closing. The last part seems to be impossible in HL though... Func_doors can't be worked with as long as they're moving, and also func_trains provide some problems as changing their target when they're on the go doesn't always seem to work.
Posted 19 years ago2004-06-14 19:25:53 UTC Post #33413
Howdy what is an aaatrigger textured thingy????
Posted 19 years ago2004-06-14 19:32:34 UTC Post #33415
in C:/sierra/half-life you will find halflife.wad, within this .wad is the texture 'aaatrigger', if you texture any brush based trigger entity with this trigger it is more effective than texturing a trigger with, say, an ice cream cone texture.
Posted 19 years ago2004-06-16 20:07:12 UTC Post #33966
ive finally done it!!!
ive uploaded it here:

http://cariad.co.za/twhl/mapvault_map.php?id=1384&dl=1

:)
:cool:
Posted 19 years ago2004-06-16 20:09:58 UTC Post #33967
why make it so hard when you can do it SO easy?
eh?
:P

ok ok ok, maby SlayerA's is more stable...
;)
Posted 19 years ago2004-06-16 21:17:23 UTC Post #33976
how can i turn it into a BSP file? my program wont work i have batch compiler and it doesnt work :(
Posted 19 years ago2004-06-17 02:41:50 UTC Post #34131
Read the tutorial "Compiling Introduced".
Seventh-Monkey Seventh-MonkeyPretty nifty
You must be logged in to post a response.