Door with multiple closing times Created 16 years ago2007-12-21 23:46:16 UTC by srry srry

Created 16 years ago2007-12-21 23:46:16 UTC by srry srry

Posted 16 years ago2007-12-21 23:46:16 UTC Post #241692
Would it be at all possible to have a door that, when triggered, opens and stays open for say ten seconds, closes, and then goes back to being a regular door that only stays open for four seconds?
Posted 16 years ago2007-12-22 00:06:30 UTC Post #241694
I think so, seems pretty simple if i understand what you want:

1. 1st func_door have it only open once. the button for the door triggers a multimanager that also triggers door number 2 (after 10 seconds).

2. Door number 2 will have to start in the open position, obviously, otherwise you wouldn't be able to get through during the first sequence. The only problem now is that the door #2's resting position will be open, which is no good. this is where i'm not sure what to do, but I can speculate:

-use a triggerable brush to bork the door's sequence so it in effect "resets" the resting state to closed?

-make the door a train, and use black magic to make it do your bidding??

-use another multimanager to trigger the door somehow??

-trigger_relay?? (reaching pretty hard now)

I'm sure there's a really simple way to do this, we just have to figure out how. = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2007-12-22 00:43:59 UTC Post #241695
It would seem to me that your little problem is a pretty damn hueg problem. :)

I'll try using some setup with two different doors, one toggleable and one normal, and switch between them with an env_render. I don't know how that'd look, though.
Posted 16 years ago2007-12-22 00:56:39 UTC Post #241696
Well you could take complicated route and substitute a door with a func_train that switches from a track with a 10 second delay to a track with a 4 second delay [via trigger_changetarget].
Triggered ambient_generics with door sounds would be placed near the train for full effect.
Posted 16 years ago2007-12-22 01:37:43 UTC Post #241698
I think I'll go with the more complicated route I've already taken, for now.
Posted 16 years ago2007-12-22 04:32:58 UTC Post #241701
Jesus, this is going to sound incredibly noobish, but somehow I haven't played around with locked doors much at all, so...

How do you "unlock" a door that has been named? I can do it fine with a trigger_relay and multisource if the door has no name at all, but in this case it needs to have one, and it's not working for me.

I am literally one step away from getting this to work.

P.S. Sorry for the double post, figured it would get more attention.
Posted 16 years ago2007-12-22 20:28:20 UTC Post #241762
Triple post, whew...

I got it figured out. You guys suck for not having figured this out earlier! :nya: Thanks for the ideas though Captain Terror, you did help me along a bit. I'll describe my method here for anyone who might be trying to do the same thing (unlikely as it may be.)

I have two separate doors, both in the exact same place on the map (overlapping, if you will.) One of them, the one that stays open for ten seconds, is initially fully visible, and the other one, the normal one that will only stay open for four seconds, has its render mode set to "texture" and FX amount at 0, so it's invisible to start with. So then I have a trigger_once a little bit in front of the doors, used solely to open the ten second door. When the ten second door closes, I used the "fire on close" field to trigger a multi_manager.

The first thing this multi_manager does is trigger a trigger_relay entity which has "kill target" set to the name of the ten second door, so it deletes it from existence in the map, and it won't get in the way anymore. Next, it triggers an env_render, which targets the four second door, and sets its render mode to "normal", thus making the door fully visible. Since these two things are triggered at exactly the same time, the two doors are essentially switching out for each other.

Now, doors that have anything in their name field are automatically locked, and apparently cannot be unlocked by way of a master. That was a problem for me, because my door had to have a name if it was going to be targeted by an env_render. So, I just used a trigger_multiple to open the four second door, and to make sure it couldn't be opened while the ten second door still existed, I instead set the trigger_multiple to have a master, and used the whole multisource/trigger_relay setup on it, which is eventually triggered by the multi_manager I talked about earlier.

So, this is just about the most complicated func_door I have ever created, and probably ever will create. Needless to say, I would recommend avoiding this setup in any circumstance, but if you absolutely have to...well, now you know it's possible, anyway.

Oh, and one last note... I actually did NOT need to be able to go through the door during the first ten second sequence. I don't even want to think about what would be necessary for that, but it would probably involve a "passable" (non-solid) door and an invisible train. My head's about to explode.
Posted 16 years ago2007-12-29 13:57:48 UTC Post #242080
I was thinking at a simple solution :

Trigger_multiple in front of that door .

What you need :
An opened door with delay before close 4 seconds .
A closed door .
A multi_source set as master in that opened door .
A multi_manager .
The multi_manager is triggered . It opens the closed door and after 6 seconds it triggers the closed door .

Hope this is helpful and possible.
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-12-29 17:16:02 UTC Post #242089
Hmmm... Well, again I think you'd encounter the problem of getting the four second door to stay open until you need it.

Now that I think about it more, I probably could just have had a toggleable door, a trigger_multiple, two multi_managers, and a trigger_changetarget. The first multi_manager (targeted by the trigger_multiple) would trigger the toggleable door to open, then trigger it again after ten seconds, then trigger the trigger_changetarget, which would change the target of the trigger_multiple to the other multi_manager that toggles the door to close after four seconds.
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