Need help with door Created 19 years ago2004-12-31 04:16:59 UTC by Buschwacker Buschwacker

Created 19 years ago2004-12-31 04:16:59 UTC by Buschwacker Buschwacker

Posted 19 years ago2004-12-31 04:16:59 UTC Post #80509
Hey guys I am pretty noobish to mapping and the thing I want to do is probably WAY over my head, but I have scoured these awesome forums and many others and have not come up with any solutions.

K so this is the situation:

Trying to make an awesome map for The Battle Grounds, a revolutionary war mod that kicks ass. The theme of the map is the Americans are storming a small British outpost in Appalachian wilderness, and must ultimately break into the central keep through the big door to win the map (coolness :cool:).

I originally envisioned a breakable and useable door with one of those beams that drop into slots to lock it and keep it from being opened. After realizing that it is impossible to have two entities tied to the same brush I was forced to make two doors, one useable and the other a func_breakable, side by side. I had no trouble making the door and func_breakable, but I ran into trouble when trying to have it lock.

So here is what I want to happen:

The door is able to be opened and closed normally, but when the bar (a func_door_rotating pivoting on the x-axis) is rotated in front of it the door will become locked (thus will force the aggressor team to break through the fake door next to the locked one).

I have tried using multimanagers and multisources but they do not work right. Things usually end up with the door permenantly locked, the bar opening it once and never moving again :zonked:

Any help (tutorial? ;)) would be greatly appreciated, and thx lots for sitting thru this long-winded post :D
Posted 19 years ago2004-12-31 05:02:54 UTC Post #80511
Security Cards
Keys

Read these. They may give you ideas, since they are similar concepts. I'm not very familiar with the master setting, but I think you're gonna need it for what you want to do.
Posted 19 years ago2004-12-31 05:04:34 UTC Post #80512
Doesn't the breakable door make the rotating one completely pointless?

I could probably rustle you up an example map at some point, no promises though. If not, just check the flags, sounds like you're on the right track (but no multimanagers necessarily).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-12-31 13:25:28 UTC Post #80600
Doesn't the breakable door make the rotating one completely pointless?
Well first I was going to use only one door, and have it able to be opened, locked, and broken thru, but since that is impossible to do in HL I had to settle for a functional door that you can lock and a fake one that is able to be broken thru.

Example map? Can it be that my dreams are about to be fulfilled? :P

Also Ill read those tuts again brad thx for the suggestions
Posted 19 years ago2004-12-31 13:40:04 UTC Post #80608
Strange but battle grounds sounds familiar i swear that mod is still being made? i went on their site i swear
Habboi HabboiSticky White Love Glue
Posted 19 years ago2004-12-31 13:59:31 UTC Post #80614
No its been out for around 2 years now

Its a gread mod everyone should play it http://www.bgmod.com
Posted 19 years ago2004-12-31 14:20:29 UTC Post #80619
OK I re-read both those wonderful tuts and they are great, but they miss the one very critical thing that I need to implement: not only do I need my doors to lock, but I need them to be able to be unlocked and locked again infinitely.

Am I looking over some critical flag on an entity somewhere? I am really out of ideas now u guys are my last resort :)
Posted 19 years ago2004-12-31 15:40:35 UTC Post #80628
Posted 19 years ago2004-12-31 15:41:51 UTC Post #80629
w00t! The Battle-Grounds! My second favorite mod!
Posted 19 years ago2004-12-31 16:23:27 UTC Post #80640
I'll do you an example map shortly :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-12-31 17:30:15 UTC Post #80652
Saco that is a great demo of mutisource, but the one-time unlock problem is still there. The door starts out locked (deactivated actually), you push the button, the door get unlocked, but the button stays pushed and the door stays unlocked. I am trying to make it so it is possible to lock AND unlock the door.

I await your example with much anticipation moneky, and THANKS FOR ALL YOUR GUYS'S HELP :D :D
Posted 19 years ago2004-12-31 21:39:22 UTC Post #80730
I'm afraid it'll be "tommorow" (i.e. sometime around noon GMT) :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-12-31 22:27:11 UTC Post #80741
NO! I DEMAND IT BE DONE NOW!!

Lol j/k dude take ur time I really appreciate it :D
Posted 19 years ago2004-12-31 23:53:34 UTC Post #80747
...Examples are good...
Posted 19 years ago2005-01-01 09:17:39 UTC Post #80779
Hm, I'm afraid I don't think it can be done because HL appears to fire the 'Target' entity regardless of whether the door is locked or not. I can give you what I made if you want, or get somebody else to look at it, I might just be being dozy.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-01-01 16:31:27 UTC Post #80854
Damn all I need is for the door to lock/unlock. I thought I've seen lockable and unlockable doors before in HL mods...
Posted 19 years ago2005-01-01 17:33:49 UTC Post #80863
The trickier bit is getting the bar to not be able to move when the door's open, 'cos then it'd screw up from then on. The locking of the door itself is simple, there's already an example map on that made by jaardsi (look at his profile if you want that).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-01-01 17:59:55 UTC Post #80866
OK thanks ill take a look at that and maybe I can try to jury-rig it to work, but if you can't then I highly doubt I will be able to :zonked:.

What I was thinking was if you make the bar come up the door opens, and when the bar is lowered the door shuts and locks. So instead of having the bar lock the door the bar activates the door to move, and maybe a trigger so that when the door is closed it locks? Is that possible to do?
Posted 19 years ago2005-01-01 18:12:34 UTC Post #80871
Yes, that'd be very easy. I'll change the map tommorow at some point and post it in the 'Vault.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-01-01 18:16:38 UTC Post #80872
Kick ass dude I cant wait :)
Posted 19 years ago2005-01-02 15:21:15 UTC Post #81141
BTW, bushwacker, have you got word on a release date for the HL2 version of BG?
Posted 19 years ago2005-01-02 18:17:09 UTC Post #81215
Here:

http://twhl.co.za/mapvault_map.php?id=2514

I could do it really well and properly, but I'm just too tired, sorry. Practise a bit and you'll be able to do it yourself though. Try out all the entities, refer to our Entity Guides, and read all the Beginner and Intermediate tutorials (even the ones that seem irrelevant, because the techniques are often enlightening).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-01-02 20:34:32 UTC Post #81262
Thanks a million monkey this helps alot.

I don't know when the HL2 version of BG is coming out Rileymo, mainly because the team can't quite seem to push out an update from v. 1.2.1 for HL1 :|. What was supposed to be a minor bugfix patch turned into a comprehensive map revamp and the development and implementation of a totally new particle system; we've been going on v. 1.2.1 for about a year and 9 months now lol. I do, however, think BG:S is in the making and may even be well along in the process.

Oh also check out The Trenchs for some seriously awesome WW1 trench warfare glee. It is my second favorite mod after BG.

Thanks again and again for the help monkey this site is incredible and the community even more so :D
Posted 19 years ago2005-01-03 04:53:58 UTC Post #81333
I'd look forward to Battlegrounds: Source. I tried the original but the engine let it down a little.

Best o' luck, and let us (all) know if you have any q.s. Seriously suggest reading all the tutorials though, it really works ;).
Seventh-Monkey Seventh-MonkeyPretty nifty
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