Getting enemies to open doors
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Re: Getting enemies to open doors
Posted by lx_mcc on Wed Dec 8th at 5:33am 2004


Title basically says it all.

I have func_door_rotating (made up from brushes) around my map and they work fine for the player, but none of the enemies are able to open them. They just stand with their arms clipping through the doors and wait for me to open them. I have nodes around too and they're fine with movement until they hit a closed door.





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Re: Getting enemies to open doors
Posted by lx_mcc on Wed Dec 8th at 10:37pm 2004


doesn't anybody have any idea how to do this?



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Re: Getting enemies to open doors
Posted by diablobasher on Wed Dec 8th at 10:57pm 2004


I think there is a flag that is called "Monsters can use", i apologize if i sound patronizing, i do not mean to. Besides it may be different in the new Hammer, if it is, then ive no clue.

[addsig]




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Re: Getting enemies to open doors
Posted by lx_mcc on Wed Dec 8th at 11:54pm 2004


I believe the flag is 'npc cant use' but I'll double check that.

thanks for the reply anyhow





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Re: Getting enemies to open doors
Posted by Leperous on Thu Dec 9th at 12:40am 2004


If there is a cunning way, chances are it's with an ai_ entity :/ Though you can use scripted_sequences to do it too, as with HL1...



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Re: Getting enemies to open doors
Posted by sloprano on Sat Jan 22nd at 10:06pm 2005


I have a map where I want a cop to kick open a door with the "adoorkick" animation, but when the animation starts the cop just clips through, ignoring the door. I made the door with a func_door_rotating.

Know anything I should?




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Re: Getting enemies to open doors
Posted by Carcase on Mon Feb 21st at 10:02pm 2005


perhaps you never told the door to do anything the moment he kicks it. u could use a phys_explosion or something like that. If its a rotating door, try setting up another entity like trigger_relay (logic_relay, one of the two)



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Re: Getting enemies to open doors
Posted by French Toast on Mon Feb 21st at 10:16pm 2005


lx_mcc, I believe there was something like this before involving hostages, but it may apply.

Try compiling it without the doors.

Then put the doors back in.

For the other one it was CS:S so it would create some .nav thing, but it's worth a shot. [addsig]




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Re: Getting enemies to open doors
Posted by RadiKal on Fri Feb 25th at 8:03pm 2005


Hmm... ok I know this topic has been dead for a while, but I've been trying to use bots on my map as well for testing purposes. Again, I've got doors and neither the hosties nor the bots can open them. I made sure there was nav mesh on both sides and went to each door and connected the nav mesh so they could walk through. If I open the doors for them, both the bots and hosties run through just fine, but if the door is closed..they run up and stand there. What I was trying to do is to put a trigger_multiple on both sides of the door with only the "NPC can use" box checked. Then for output I said OnStartTouch to trigger the door to open. Well it sounds good in theory but it didn't work... any new ideas?




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