Pocket door that moves laterally first
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Re: Pocket door that moves laterally first
Posted by Zrie on Fri Sep 8th at 7:47pm 2006


Hey, there, all.

Did searches & never really came up with anything close to this. If it's been posted, just point me to where; I'll be more than happy to read up.

My problem is this: I'm trying to make a pocket door that moves backwards before sliding into one of the walls. Basically trying to have a "secret" section of one of my walls slide away from the player just a little bit & then sideways like a normal sliding door.

I've got a working sliding door set up already, but haven't been able to get the "inset" movement yet.

Thanks in advance!





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Re: Pocket door that moves laterally first
Posted by omegaslayer on Fri Sep 8th at 8:37pm 2006


You'll need to have 2 doors. One that moves to the side, and one that moves back. You parent the door moving laterally to the door that moves back. Then trigger them appropriately (assuming you knopw how the I/O system works)






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Re: Pocket door that moves laterally first
Posted by Zrie on Mon Sep 11th at 6:54pm 2006


I take it I'll have to use the I/O triggers to modify which door is parented to whom during the opening / closing process, then? (Still working it out. Pardon my newbness.)

<edit>

OK. I've been fiddling with this for a while now, and the door will not act right. Could someone give me a list of steps to follow? I had it working once, but the "inset" door wouldn't slide over with the pocket door since the parenting only works one way. When I try to dynamically set the parent properties, everything ALMOST works. The door(s) slide back a bit, then slide into the wall, then the pocket door pops back out to the level of the wall, and THEN the door slides back out to the "closed" position. the "inset" door then slides back out to closed position. I'm trying to get -inset-wait-slide in-wait-slide out-wait-inset slide out. I'll keep plugging along, but I feel like a complete noob & idiot, because I feel like this should be simple.

Thanks again.





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Re: Pocket door that moves laterally first
Posted by fishy on Tue Sep 12th at 1:34pm 2006


maybe a func_tracktrain would suit you better.


i eat paint



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Re: Pocket door that moves laterally first
Posted by Zrie on Sun Sep 17th at 12:28am 2006


OK, partially figured this out. I've been hammering on the double-door method, because the tracktrain method would require a bit more learning, and I'd have to figure out how to trigger it & then make it automatically reverse after a bit (to close). Anyhoo, when the door slides into the wall after the inset door moves back, the door slides into its ORIGINAL position laterally. That basically means that it slides into the wall at an angle so that its open position is what it would have been if the inset door hadn't pushed it in. So... I'm working on something to pull the sliding door out a bit (into a flush position) at the start of the map so that when it opens, it slides into its original position in the wall - which would be where I want it. Confusing, I know. If any of this ends up working, I'll probably post an answer to my own question. If anyone else has any thoughts, let me know!



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Re: Pocket door that moves laterally first
Posted by Zrie on Wed Sep 20th at 8:02pm 2006


OK, I'm at the end of my rope, and it just goes to show how infuriating these things can be. The door now works - I had to use 2 doors, a door-sized entity(brush), and a logic_auto. The logic_auto essentially parents the sliding door to the brush and pulls it out 4 units, so that it's now parallel to the wall and in the same space as teh inset door. When opened, it actually works - the first time. The more times the door opens, the stranger it gets. It will inset a set amount, and then slide open at an angle that grows greater the more times you open the door. After 6 or 7 times, it's VERY noticeable. Eventually, it will crash HL2. I've provided a prefab of the door setup HERE with all of the needed pieces. If anyone has any direction for me, let me know - I've spent way too much time on something potentially cool that my addled brain still can't get working.



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Re: Pocket door that moves laterally first
Posted by Dark_Kilauea on Wed Sep 20th at 8:52pm 2006


I just have to say, this would be about 10 times easier to just use a func_traintrack and 3 path_tracks.


Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/



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Re: Pocket door that moves laterally first
Posted by Riven on Mon Oct 9th at 2:12am 2006


I noticed that Valve had already done this in their first map in HL2 when unloading from the train in "Point Insertion" (It's very minute). So, I copied that setup and put it into a test map, and they did exactly what omegaslayer had described. I uploaded the .vmf and .bsp here (hl2 sp) for you to check out, and anyone else interested. It's just a simple manipulation of the I/O system, nothing too fancy.







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Re: Pocket door that moves laterally first
Posted by Zrie on Mon Oct 9th at 1:03pm 2006


I've gotten more input here than I could've dreamed for. Thank you to everyone that responded - I've gotten more ideas and gained a few ideas for other parts of my map. Never got the door working exactly like I wanted (usable door that reset for more than one use), but I can live with the way it works now. Thanks all!




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