Overhead Door Created 20 years ago2004-07-14 16:40:14 UTC by papacubanlover papacubanlover

Created 20 years ago2004-07-14 16:40:14 UTC by papacubanlover papacubanlover

Posted 20 years ago2004-07-14 16:40:14 UTC Post #41364
I am probably going to be hated by everyone, but I just cannot figure out this simple task to all except myself.

Here it is-

I am creating a garage door (overhead) and I want it to function like a real one. I have seperated the door in three sections horizontally. I know am wanting them to go up above the cieling like the real ones. I am new to this but after reading every article that I could locate I think I should be using the func_track entity on my brush and possibly func_trackautochange to have the door return to me? I am needing help in making this work. I may not be even on the right track :lol: If someone can tell me what I need to do to accomplish this or send me an example map I am using Hammer as my editor. (recap) I am looking for a way for three brushes to follow a path around a corner just like an overhead door on rails. A trigger to allow the "garage door" to go up and return down. I CAN GET IT TO GO UP BUT NOT DOWN!

Thanks in advance! Papacubanlover jrm@moller.us
Posted 20 years ago2004-07-14 16:53:53 UTC Post #41370
hmm.....I'd make 2 sets of path corners for the train, one set named garagea 1-3 then another named garageb 1-3 then when the train hits garagea3, it triggers a changetarget that sets the path corner to garageb1, which is the same set of path corners, just set up backwards, and the next stop target on garageb1 is garageb2, and so on. Yah get me?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-14 17:08:33 UTC Post #41377
The garage door is 1 solid. If it is (and I think it is) 3 or more segments, you would need to do that for each segment; so for 3 segments, you would have 6 tracks, and 3 track changes? I was originally thinking of having 3 brushes that followed eachother and stayed together but apart. I have had the problem where these brushes all meet up and bunch together?

I appreciate the fast response and help,

Thanks, Papacubanlover
Posted 20 years ago2004-07-14 19:29:14 UTC Post #41417
Hmm....if it is multiple segments, you would have to make 3 sets of path_corners for each way, so 3 for going up and 3 for going back down. You'd have to adjust each so each set is slightly behind the one ahead of it, as the path_corners are where the center of the train will be when it starts/ends. If they're all on the same spot, they wull meet up and bunch together.

With some work and tweaking with the path_corners, I'm sure you can get it to work. They had a similar effect in one of the Opposing Force maps in 'Friendly Fire' and in the Counter-Strike Training Mission, so if you have CS or OpFor, you could take a look at those maps and see how it was done.

-Rabid
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-16 09:40:43 UTC Post #41901
STILL NEED HELP!

I created a simple box separated with a big hole on the center. I added a brush on its side and tied it to an entity and origin. Func_tracktrain
Then I created path_tracks to designated destination and recreated
path_tracks just below one frame for it to return on.
I tied this all to a trig once button and MM this is not the look I was
wanting.
It goes up nice and smooth at the end though it flips around and does some
weird sh*t before it comes down?
My ultimate goal is to tie it to one button for up and down operation!
I looked at the map vault and found one map called Garage1 which was
totally nice but his door doesn?t come back down. and does not function :)

Thanks

Papacubanlover
Posted 20 years ago2004-07-16 09:43:21 UTC Post #41902
this looks like a case for the problem vault.
Posted 20 years ago2004-07-16 11:33:51 UTC Post #41932
Ya where is the problem vault? I need some help with this I am freaking wigging out on this and I cannot leave it till it is completed AAAAAAAHHHHHHHHHHHH!

Thanks,

Papacubanlover :badass:
Posted 20 years ago2004-07-16 14:34:56 UTC Post #41990
Map Vault, on the left.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-07-16 20:54:59 UTC Post #42135
Ok I posted the map in the vault now someone can tell me why I am so stupod and this is not working. ;)
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