Editing Doors After the Fact

Editing Doors After the Fact

Re: Editing Doors After the Fact Posted by Ragnarocker on Sat Jun 4th 2005 at 9:27pm
Ragnarocker
42 posts
Posted 2005-06-04 9:27pm
42 posts 4 snarkmarks Registered: Jan 24th 2005 Occupation: student Location: USA
Yea I'm having a bit of a problem here. I was testing my map and
noticed the doors go too far and you can see the wall through
them. No biggie, just was gonna change the distance. But
there was a problem, when I double click my func_door_rotating entities
the entity menu doesnt come up, just a menu that says Object
properties: 6 sided brush. Now the door I know works, whats the
deal?

Also, instead of having to do a distance, is there way to set doors to
go until they hit another brush? That would be ideal sincethe
door hinges are on one side and the door would be able to move further
from the one side. Or do you guys tend to put hinges in the
middle?
Re: Editing Doors After the Fact Posted by warlord on Sun Jun 5th 2005 at 12:30am
warlord
166 posts
Posted 2005-06-05 12:30am
warlord
member
166 posts 247 snarkmarks Registered: Sep 11th 2003 Occupation: ill show ye Location: americas
if you are describing a rotating door in the firtst line then you just tell it not to rotate more than 90?. if its a sliding door than just give it a lip, prolly 1 or 3 will be good.

and the thing saying just brush with 6 sides means that it lost its information somehow, just tie it to an entity again
the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them
Re: Editing Doors After the Fact Posted by wil5on on Sun Jun 5th 2005 at 12:52am
wil5on
1733 posts
Posted 2005-06-05 12:52am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Do you have group ignore on? Top-right of the hammer window, make sure "groups" is pressed in. Then you can select entities and change their properties.

Theres no way to force a door to stop when it hits a brush, youll just have to do what warlord said and set the door properties so it cant go further. The location of the hinge sets where the door rotates around, I'd only put the hinge in the middle if the door was supposed to rotate around the middle.
"If you talk at all during this lesson, you have detention. Do you understand?"
  • My yr11 Economics teacher
Re: Editing Doors After the Fact Posted by fishy on Sun Jun 5th 2005 at 2:15am
fishy
2623 posts
Posted 2005-06-05 2:15am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
i think by 'in the middle' Ragna means in relation to the doors deapth, instead of having the hinge on a corner (as viewed from above). putting it 'in the middle' this way would solve the problem too.
i eat paint
Re: Editing Doors After the Fact Posted by Ragnarocker on Sun Jun 5th 2005 at 3:34am
Ragnarocker
42 posts
Posted 2005-06-05 3:34am
42 posts 4 snarkmarks Registered: Jan 24th 2005 Occupation: student Location: USA
Thanks wilson, didn't even think of doing that. much obliged.
Re: Editing Doors After the Fact Posted by warlord on Sun Jun 5th 2005 at 4:04am
warlord
166 posts
Posted 2005-06-05 4:04am
warlord
member
166 posts 247 snarkmarks Registered: Sep 11th 2003 Occupation: ill show ye Location: americas
you could also instead of having a func_door_rotating you could have a func_physbox and 2 phys ballsockets along the hinge and set them up and when in game you can shoot it and walk into it and it would swing freely untill i collided

however that isnt very multiplayer friendly
the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them