Re: rotating door
Posted by Spazz on
Sun Aug 31st 2003 at 9:22pm
Spazz
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Aug 31st 2003
Occupation: full time student
Location: north carolina
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
Re: rotating door
Posted by KoRnFlakes on
Sun Aug 31st 2003 at 9:24pm
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Location: Norfolk
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.
Re: rotating door
Posted by Spazz on
Sun Aug 31st 2003 at 9:51pm
Spazz
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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
Re: rotating door
Posted by Wild Card on
Sun Aug 31st 2003 at 10:28pm
Posted
2003-08-31 10:28pm
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Location: Ontario, Canada
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.
Re: rotating door
Posted by Spazz on
Sun Aug 31st 2003 at 10:33pm
Posted
2003-08-31 10:33pm
Spazz
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Whell that works...
ps, like my new avitar?
Re: rotating door
Posted by Gollum on
Sun Aug 31st 2003 at 10:39pm
Posted
2003-08-31 10:39pm
Gollum
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Location: Oxford, England
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).
Re: rotating door
Posted by mike9292 on
Sun Aug 31st 2003 at 10:52pm
Posted
2003-08-31 10:52pm
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Jun 11th 2003
but if its a big window that players can fit throught then put a clip brush in front of the glass
Re: rotating door
Posted by Cash Car Star on
Sun Aug 31st 2003 at 11:13pm
Posted
2003-08-31 11:13pm
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Location: Connecticut (sigh)
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.
Re: rotating door
Posted by Cash Car Star on
Sun Aug 31st 2003 at 11:46pm
Posted
2003-08-31 11:46pm
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Location: Connecticut (sigh)
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.
Re: rotating door
Posted by Wild Card on
Sun Aug 31st 2003 at 11:57pm
Posted
2003-08-31 11:57pm
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May 20th 2002
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Location: Ontario, Canada
sings Orph made a typo, Orph made a typo :razz:
Re: rotating door
Posted by Spazz on
Mon Sep 1st 2003 at 12:00am
Posted
2003-09-01 12:00am
Spazz
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Occupation: full time student
Location: north carolina
Do ya see... A simple noobie question bring out SO much dispute :razz:
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