Syncronizing 2 func_door's?
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Re: Syncronizing 2 func_door's?
Posted by HazardGameR^ on Wed Nov 30th at 6:25pm 2005


And here's the stupid question...

How to syncronize 2 func_door's? You know, if you want a double door using func_door and you dont want only half of it to open.

You might as well tell me how to do it with the func_door_rotating. (If you don't do it the same way? )

And now that I'm so busy talking, how do you make the radius of when the door opens, bigger?

Yes, i admit it, I'm Noobie/Newbie, now PLEASE don't mention it!





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Re: Syncronizing 2 func_door's?
Posted by satchmo on Wed Nov 30th at 6:52pm 2005


No problem. Use a func_trigger brush to output to both door entities. It should work nicely.

By the way, welcome to the SnarkPit. For future references, you should post mapping questions to the mapping section of the forum. General Banter is typically for non-mapping topics.




"The greatest thing you'll ever learn is just to love and be loved in return." -- Toulouse-Lautre, Moulin Rouge



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Re: Syncronizing 2 func_door's?
Posted by HazardGameR^ on Wed Nov 30th at 7:32pm 2005


Thanks

Couldn't post in the map forum because i had to have a beta-version of my map or something, and for the time being, I'm just playing 'round a little... I tried! I really did! *SNIFF*





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Re: Syncronizing 2 func_door's?
Posted by omegaslayer on Wed Nov 30th at 7:38pm 2005


Just for a future reference please post in the HL2 editing Forum (Not the Maps forum), reguardless of the completeness of your map. Do this and you wont get flamed like so many have.






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Re: Syncronizing 2 func_door's?
Posted by Addicted to Morphine on Wed Nov 30th at 7:53pm 2005


Also -- you're usually required to do a search of the HL2 Editing Boards before you post a new thread. It's just a screening process to prevent duplicated topics. So, next time you have a problem, check there first, and then if it's a new issue, then feel free to post a thread asking for help <img src=" SRC="images/smiles/icon_smile.gif">

Welcome to the SnarkPit.




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Re: Syncronizing 2 func_door's?
Posted by MisterBister on Wed Nov 30th at 8:03pm 2005


If you dont know about inputs &ampoutputs, I recommend this guide before you try anything out:http://developer.valvesoftware.com/wiki/Inputs_and_Outputs

Then use a func_trigger to activate the doors at once through the inputs & outputs system, as satchmo said.





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Re: Syncronizing 2 func_door's?
Posted by KungFuSquirrel on Wed Nov 30th at 8:05pm 2005


god I love our 'team' settings in the d3 engine <img src=" SRC="images/smiles/icon_biggrin.gif">

(sorry, had to toss that in, don't mind me :P )



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Re: Syncronizing 2 func_door's?
Posted by wil5on on Wed Nov 30th at 8:55pm 2005


Even though it has nothing to do with the actual problem :P (well, it doesnt sound like it anyway)

To make a door open partially, use the "lip" setting. Put a number in there, and that will set how far from the default position it opens to (I think negative numbers make it open further).




&quot;If you talk at all during this lesson, you have detention. Do you understand?&quot;
- My yr11 Economics teacher



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Re: Syncronizing 2 func_door's?
Posted by Captain P on Wed Nov 30th at 9:24pm 2005


So, what is that 'team' setting in the D3 engine, KFS? <img src=" SRC="images/smiles/icon_biggrin.gif">






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Re: Syncronizing 2 func_door's?
Posted by satchmo on Wed Nov 30th at 10:25pm 2005


/me watches as this thread derails into the abyss...


"The greatest thing you'll ever learn is just to love and be loved in return." -- Toulouse-Lautre, Moulin Rouge



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Re: Syncronizing 2 func_door's?
Posted by Captain P on Wed Nov 30th at 11:36pm 2005


So, what 'abyss', Satch? <img src=" SRC="images/smiles/icon_biggrin.gif">

// Sorry, couldn't resist... <img src=" SRC="images/smiles/icon_wink.gif">






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Re: Syncronizing 2 func_door's?
Posted by HazardGameR^ on Thu Dec 1st at 1:03pm 2005


? quoting MisterBister

If you dont know about inputs &ampoutputs, I recommend this guide before you try anything out:http://developer.valvesoftware.com/wiki/Inputs_and_Outputs

Then use a func_trigger to activate the doors at once through the inputs & outputs system, as satchmo said.

Thanks I just put output from door one to door two, and vice versa... Found that much easier





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Re: Syncronizing 2 func_door's?
Posted by KungFuSquirrel on Thu Dec 1st at 1:13pm 2005


? quote:
So, what is that 'team' setting in the D3 engine, KFS? image


All doors with the same team open/close when any one part is triggered. Same applies for locking doors - doors won't open if any one door is set to locked.

This also reminds me, I need to document the new door features on the Q4 SDK site... So much to do! <img src=" SRC="images/smiles/icon_smile.gif">



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