rotating door
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Re: rotating door
Posted by Spazz on Sun Aug 31st at 9:22pm 2003


Hey guys. I like the new site, it is very nice. Wait, all my tutorials are gone...NOOOOOOOO. Lol just kidding

But anyways, i am working on my map, and i want a trap door with a few properties

1. opens up only, and closes flush with the floor.

2. you have to use the e button to open it (the use button)

3. it wont open from the other side, you can only use it if you are on top of it.

 

I know it is probably simple, but i have not messed with world craft in a few months and i forgot a lot of stuff

any ideas?

-Thanks, Spazz





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Re: rotating door
Posted by KoRnFlakes on Sun Aug 31st at 9:24pm 2003


func_door_rotating grouped together with a thin origin brush, the origin defines the "hinge" it spins round so to speak.

set it in flags to target only & make a func_button target the name of the func_door_rotating.

[addsig]




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Re: rotating door
Posted by Orpheus on Sun Aug 31st at 9:28pm 2003


? posted by Spazz

any ideas?

sure, it would be easy to do  ........

 

*thwacks*

oh you want answers too? shoot , why didn't you say so?

personally it would take more time for me to type up the answer, than it would you to go get one..

if you cannot find one here, come on back and we'll sort it out easy enuff smiley

http://www.ejoop.com/pfl/showlist.asp?gameid=1&catid=6&formtype=1&searchstr=&authorname=&orderby=datesub

[addsig]




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Re: rotating door
Posted by Spazz on Sun Aug 31st at 9:48pm 2003


Wow, that was fast. My main problem was fixed by making my origin brush longer, as you suggested. I didnt need to use the button however i just checked a few flags"

Revers Dir, One way, X Axis, and Use only

It works fine, thanks

 

-Also, new question, i forgot how to make a window that you can see and shoot through. Like i said, my tutorials are gone..





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Re: rotating door
Posted by Spazz on Sun Aug 31st at 9:51pm 2003


ack, too fast agian. Orph, you posted while i was typing!

Lets go moderators...up with the noobie tutorials...8P

/pokes lep, then runs and hides





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Re: rotating door
Posted by Wild Card on Sun Aug 31st at 10:28pm 2003


Make your window a func_breakable, then in the propreties, give it a render mode of TEXTURE and a value of 96. (this is just personal preference)  A higher number makes it more see thru.  Then, put in a strength value of about 20 (for about 3 shots to break the window) and a material type of GLASS. 



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Re: rotating door
Posted by Spazz on Sun Aug 31st at 10:33pm 2003


Whell that works...

ps, like my new avitar?

[addsig]




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Re: rotating door
Posted by Gollum on Sun Aug 31st at 10:39pm 2003


If you want to be able to see a window, but shoot through it rather than destroy it by shooting, then you should not use a func_breakable.

Instead, just use a func_illusionary with Render Mode "Texture" and FX Amount "150", just like Wild Card's suggestion (determine the actual number you want by playing around with it).





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Re: rotating door
Posted by mike9292 on Sun Aug 31st at 10:52pm 2003


but if its a big window that players can fit throught then put a clip brush in front of the glass



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Re: rotating door
Posted by Orpheus on Sun Aug 31st at 11:08pm 2003


judging by all the blue in this thread, it shows that multiple answers are possible, but it also seems that there was multiple questions too smiley

is this productive? or just an avoidance of the search proceedure..

also, my suggestion was also correct, but apparently unacceptable.. no credit for 1/2 an answer i guess

[addsig]




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Re: rotating door
Posted by Cash Car Star on Sun Aug 31st at 11:13pm 2003


You didn't make yours an answer, it's just a regular post. You gotta say "this is a suggested answer" from the drop box. Once an answer is accepted, no more people can post answers. However, if there's a few suggested answers, they can all be deemed correct.

Also, I dunno if this is just some weird QuArK thing, but higher numbers have always been less see-through for me.





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Re: rotating door
Posted by Orpheus on Sun Aug 31st at 11:21pm 2003


? posted by Cash Car Star

 Also, I dunno if this is just some weird QuArK thing, but higher numbers have always been less see-through for me.

lets clarify clarity/seethru

depending on the render mode, using higher of lower numbers provide more clear, or more opaque..

with glass, 255 is clear, with water 1 is clear..

and sorry CCS, i keep forgetting to use the dropdown option smiley

my bad..

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Re: rotating door
Posted by Wild Card on Sun Aug 31st at 11:31pm 2003


? posted by Orpheus

higher of lower numbers





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Re: rotating door
Posted by Orpheus on Sun Aug 31st at 11:37pm 2003


? posted by Wild Card
? posted by Orpheus

higher of lower numbers

don't misquote it buttmuncher, it loses its meaning

read that sentence in its entirety

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Re: rotating door
Posted by Wild Card on Sun Aug 31st at 11:40pm 2003


I still do get it...



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Re: rotating door
Posted by Cash Car Star on Sun Aug 31st at 11:46pm 2003


Ja, it should be an "or". Anyway, I can confirm that it is the opposite. If I want a completely opaque (actually translucent since light still would go through it, but that's another discussion entirely) pane of glass I use 255 and if I want it completely transparent I use 0. I find 60-70 to be a good number most of the time.



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Re: rotating door
Posted by Orpheus on Sun Aug 31st at 11:55pm 2003


i concede the typo. or was my intended word smiley

but as i said, depending on the render mode and the texture used you will need to use different numbers to achieve the same level of clarity.. in my experience 255 is clear for glass as a func_wall (the numbers are 1-255, using zero is not an option i am aware of) and 1 is clear for water as a func_water..

best advice, just experiment with the numbers till you receive the desired results, cause all our advice is moot otherwise..

[addsig]




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Re: rotating door
Posted by Wild Card on Sun Aug 31st at 11:57pm 2003


*sings* Orph made a typo, Orph made a typo





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Re: rotating door
Posted by Spazz on Mon Sep 1st at 12:00am 2003


Do ya see... A simple noobie question bring out SO much dispute 

Anyways, sorry for the multiple correct answers, but they all are correct in their own.

Also, i will use this as an example. As orph pointed out, i will not post multiple questions in the same topic.  I should have started a new post.

-Thanks again everyone....Spazz

[addsig]




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Re: rotating door
Posted by Wild Card on Mon Sep 1st at 12:03am 2003


? posted by Spazz

A simple noobie question bring out SO much dispute

Anything around here brings dispute






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