Smooth doors? Created 14 years ago2010-02-19 14:37:37 UTC by Instant Mix Instant Mix

Created 14 years ago2010-02-19 14:37:37 UTC by Instant Mix Instant Mix

Posted 14 years ago2010-02-19 14:37:37 UTC Post #279097
Does anybody know how to create smooth doors , this not being how it is shaded.
This being how it moves.

Standard source doors go "stop - sound - move at speed - sound - stop".
However, is it possible for does to go "stop - sound - accelerate to top speed - move at top speed - decelerate - sound stop"?
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Posted 14 years ago2010-02-19 15:53:56 UTC Post #279099
you could probably get that with a func_movelinear. This is taking into consideration that you are not using it as a rotating door. As long as it moves up or down or forward and backwards you shouldn't have a problem. When you assign the sound to the func_movelinear it will automatically speed up and slow down the sound you assign.

You can adjust the "door" speed with the input if you wanted to make it accelerate/decelerate. Would just take a little tinkering.

http://developer.valvesoftware.com/wiki/Func_movelinear

Hope this helps...not sure if that is what you are looking for.
Posted 14 years ago2010-02-19 16:53:04 UTC Post #279100
It'd require alot of logic though. I could see it being done in garrysmod , but how the hell I'd do that with the logic entities I'm not sure of.
First thing I can think of is do a sin from 0 to 1 , then keep it there (unsure of) , then doing sin from 1 to 0 , then multiply all this by the maximum speed and we have what appears to be a smooth door.
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Posted 14 years ago2010-02-19 20:56:54 UTC Post #279105
You could always make it a func_tracktrain, set up some path_tracks, and play with the "Change Velocity" field. You cant really control the rate of acceleration, but it'll probably be closer to what you're looking for.
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2010-02-21 12:13:58 UTC Post #279142
I'll see how that works , grim.
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