Func_Door and its Uses Created 9 years ago2015-05-17 01:51:22 UTC by Half-Rats Half-Rats

Created 9 years ago2015-05-17 01:51:22 UTC by Half-Rats Half-Rats

Posted 9 years ago2015-05-17 01:51:22 UTC Post #325555
Is there a way to get a func_door to move up and down indefinitely on its own accord? I'm using it to make "Crushers".
Posted 9 years ago2015-05-17 07:58:08 UTC Post #325557
No matter what, you're going to need a trigger to start the door moving afaik.

Then the other question is, can a func_door re-trigger itself using the
Target
and/or
Fire on Close
keyvalues?

Maybe a func_pendulum?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2015-05-17 12:52:52 UTC Post #325561
Just keep it simple and use the func_train method.

path_corner at the bottom, path_corner at the top - both with their next stop targets set to each other.
func_train the crusher itself and give it a starting speed. Sorted.
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-05-17 16:26:23 UTC Post #325563
Archie wins.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-17 17:56:42 UTC Post #325568
Thanks!
Posted 9 years ago2015-05-17 20:26:06 UTC Post #325570
Captain Terror's method works too. You can put the same door's name on Trigger on close and it will do exactly the same. You'd still need a trigger_auto to make it move the first time though.
Posted 9 years ago2015-05-19 14:07:35 UTC Post #325586
Excellent, excellent! Now, to rectify my conveyor belt situation...the scrolling texture is moving at 99.9% the speed of light, and in the wrong direction, no matter which way I turn it. When I noclip through a wall, however - the belt slows down and starts going in the proper direction.
Posted 9 years ago2015-05-19 19:36:33 UTC Post #325589
It's a func_conveyor, I take it? The speed parameter should change the speed of the texture too, IIRC.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-05-19 20:44:09 UTC Post #325590
Are you sure it isn't just that it's moving so fast that it creates the optical illusion of going the other way? Like car wheels going fast?
Posted 9 years ago2015-05-19 21:53:32 UTC Post #325593
I was going to put a func_coneyor over top of it (AAA Trigger)...but, if the func_coneveyor actually has bearing on the texture, then I shall do that instead!
Posted 9 years ago2015-05-20 02:38:32 UTC Post #325595
I imagine the speed of the texture and the push are matched, but I haven't used conveyors for some time, so I don't recall. Easily solved if not.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-05 17:55:32 UTC Post #325807
Alright, I got everything working thanks to all of your advice! Followed it to the letter. I now have a lovely rendition of the Detroit Stove Works c. 1883, full of crushers, steam engines, grinders, molten metal, platforming and assassins from hell...such nasty hazards they all are! One thing eludes me...creating a locked door. It appears the "LOCKED" flag is missing from Func_Door! A locked door that you must find a key to is a pertinent thing in my storyline.
Posted 9 years ago2015-06-05 18:07:50 UTC Post #325808
You're looking in the wrong place, my friend.
You need the "Master" field.

http://twhl.info/vault.php?map=6046

That should help you out!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-05 18:11:02 UTC Post #325809
So, using a multimanager I can create a door that the player tries to enter, but makes the Chka-chka locked sound?
Posted 9 years ago2015-06-05 18:15:35 UTC Post #325810
The door will automatically do that if you set the "Locked Sound".
There will be no need for a multimanager because the door knows if it's locked or not.

So in place of the button in my example map, have the key trigger the multisource....

You could make the key be a button that moves itself into the floor really fast and stays there... Or you can have the key be a cycler_sprite and place a trigger pointing to a multimanager that hides the cycler_sprite and then triggers the multisource.

There are many ways of doing this, I'm sure you'll figure it out!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-05 20:46:16 UTC Post #325812
I made the key a toggling wall. http://twhl.info/tutorial.php?id=64

Following that tutorial. I'm compiling now, let you know if it works!
Posted 9 years ago2015-06-05 20:51:43 UTC Post #325813
Yeah, the door opens even without the key...Lovely.
Posted 9 years ago2015-06-05 21:03:10 UTC Post #325814
it shouldn't be.

Place a multisource above the door, and name it door_master
open the door's propertiers and set the master field to door_master

the door will not open unless something triggers the multisource

so if the key is a button, set the target to door_master, then set the delay before reset to -1
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-05 23:11:57 UTC Post #325815
Now suddenly the key is not disappearing. I have everything set exactly as in the tutorial, minus the text stuff.
Posted 9 years ago2015-06-05 23:14:50 UTC Post #325816
They is a brush that is supposed to disappear.

1. The door to the cellar is locked, you need to find the key.

2. You find the key and pick it up - implied by making the key a brush that is a func_wall_toggle. This also unlocks the door and makes it openable.

3. You go down and the door will open.

It is a func_door_rotating
Posted 9 years ago2015-06-05 23:46:23 UTC Post #325817
What's your setup for "picking up" the key? Seems like the ideal one for what you're doing is
trigger_once -> multimanager
multimanager -> func_wall_toggle (the key; hides it)
multimanager -> multisource (the master for the door; unlocks the door)
where the trigger_once is the area in which you pick up the key when you enter it.

Is that what you have at the moment?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-05 23:50:32 UTC Post #325818
Yes. Maybe something's gone wrong with the names? Maybe things have changed since the tutorial? I just don't know.
Posted 9 years ago2015-06-05 23:58:15 UTC Post #325820
Assuming it's all set up right, it seems to me like you shouldn't be having any trouble. Hmm.

You say the key isn't disappearing? That implies a problem with the trigger or the multi_manager. Make sure the names/targets are all matching and such.

If all else fails, slap the section of map you're working with onto the map vault and someone can take a look at it and find out where it's going wrong.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-05 23:58:54 UTC Post #325821
yeah here's another example.
You must be missing something.
If all else fails, post a problem map.

http://twhl.info/vault.php?map=6063
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-06 02:16:44 UTC Post #325822
I downloaded the map and will take another large whack at it tomorrow. I elected to go back and put the finishing touches on previous maps...What I ended up doing, and the wonderfully horrible thing (For those who will play my mod)that I discovered served to put me in better spirits - the downside is that it also made me afraid to play my own map...
Posted 9 years ago2015-06-06 03:01:53 UTC Post #325823
Well, I want to see it, so good luck finishing it!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-07 23:27:53 UTC Post #325836
Well, everything works...except...the Func_Button is not invisible when I play. haha!
Posted 9 years ago2015-06-07 23:53:54 UTC Post #325837
render mode: texture
fx amount: 0
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-08 00:37:47 UTC Post #325839
Thank you!
Posted 9 years ago2015-06-08 01:12:11 UTC Post #325841
Everything checks out. Looks like a demo in July is possible! Thank you, guuuuyyyyyys!
Posted 9 years ago2015-06-08 20:25:54 UTC Post #325850
Also, another quick question...Do Icthyosaurs use Air nodes to navigate?
Posted 9 years ago2015-06-08 21:57:15 UTC Post #325851
I have no idea - I always just tossed one into a water brush.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-09 02:47:33 UTC Post #325852
Hmmm...mine is behaving strangely. I think I'm going to turn this thread into the official "Half-Rats: A Fever Dream FAQ/Troubleshooting" if that's okay. I learned a lot so far - and especially from that key and door map! Thanks for that.

http://www.moddb.com/mods/half-rats-a-fever-dream

Here's my progress so far in case anyone's interested.
Posted 9 years ago2015-06-09 06:04:22 UTC Post #325854
Questions are good, it makes us feel like we hang around this site for a reason.
... Maybe that's just me.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-09 13:43:54 UTC Post #325861
Yeah! What she said.
Love the moddb page! I can't wait for a demo :D

Also, if you want to make a dev thread, post it in maps and mods. We've already answered this thread's main question.
Tetsu0 Tetsu0Positive Chaos
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