rotating door

rotating door

Re: rotating door Posted by Spazz on Sun Aug 31st 2003 at 9:22pm
Spazz
54 posts
Posted 2003-08-31 9:22pm
Spazz
member
54 posts 45 snarkmarks Registered: 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
KoRnFlakes
1125 posts
Posted 2003-08-31 9:24pm
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! 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 Orpheus on Sun Aug 31st 2003 at 9:28pm
Orpheus
13860 posts
Posted 2003-08-31 9:28pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Spazz said:
any ideas?
sure, it would be easy to do :biggrin:  ........

 

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 :)

http://www.ejoop.com/pfl/showlist.asp?gameid=1&catid=6&formtype=1&searchstr=&authorname=&orderby=datesub
Re: rotating door Posted by Spazz on Sun Aug 31st 2003 at 9:48pm
Spazz
54 posts
Posted 2003-08-31 9:48pm
Spazz
member
54 posts 45 snarkmarks Registered: Aug 31st 2003 Occupation: full time student Location: north carolina
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.. :confused:
Re: rotating door Posted by Spazz on Sun Aug 31st 2003 at 9:51pm
Spazz
54 posts
Posted 2003-08-31 9:51pm
Spazz
member
54 posts 45 snarkmarks Registered: Aug 31st 2003 Occupation: full time student Location: north carolina
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
Wild Card
2321 posts
Posted 2003-08-31 10:28pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant 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
Spazz
54 posts
Posted 2003-08-31 10:33pm
Spazz
member
54 posts 45 snarkmarks Registered: Aug 31st 2003 Occupation: full time student Location: north carolina
Whell that works...

ps, like my new avitar?
Re: rotating door Posted by Gollum on Sun Aug 31st 2003 at 10:39pm
Gollum
1268 posts
Posted 2003-08-31 10:39pm
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student 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
mike9292
41 posts
Posted 2003-08-31 10:52pm
mike9292
member
41 posts 14 snarkmarks Registered: 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 Orpheus on Sun Aug 31st 2003 at 11:08pm
Orpheus
13860 posts
Posted 2003-08-31 11:08pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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 :(

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 :lol:
Re: rotating door Posted by Cash Car Star on Sun Aug 31st 2003 at 11:13pm
Cash Car Star
1260 posts
Posted 2003-08-31 11:13pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student 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 Orpheus on Sun Aug 31st 2003 at 11:21pm
Orpheus
13860 posts
Posted 2003-08-31 11:21pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Cash Car Star said:
 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 :(

my bad..
Re: rotating door Posted by Wild Card on Sun Aug 31st 2003 at 11:31pm
Wild Card
2321 posts
Posted 2003-08-31 11:31pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Orpheus said:
higher of lower numbers
:wtf:
Re: rotating door Posted by Orpheus on Sun Aug 31st 2003 at 11:37pm
Orpheus
13860 posts
Posted 2003-08-31 11:37pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Wild Card said:
Orpheus said:
higher of lower numbers
:wtf:
don't misquote it buttmuncher, it loses its meaning :lol:

read that sentence in its entirety
Re: rotating door Posted by Wild Card on Sun Aug 31st 2003 at 11:40pm
Wild Card
2321 posts
Posted 2003-08-31 11:40pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
I still do get it...
Re: rotating door Posted by Cash Car Star on Sun Aug 31st 2003 at 11:46pm
Cash Car Star
1260 posts
Posted 2003-08-31 11:46pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student 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 Orpheus on Sun Aug 31st 2003 at 11:55pm
Orpheus
13860 posts
Posted 2003-08-31 11:55pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
i concede the typo. or was my intended word :(

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..
Re: rotating door Posted by Wild Card on Sun Aug 31st 2003 at 11:57pm
Wild Card
2321 posts
Posted 2003-08-31 11:57pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant 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
Spazz
54 posts
Posted 2003-09-01 12:00am
Spazz
member
54 posts 45 snarkmarks Registered: Aug 31st 2003 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
Re: rotating door Posted by Wild Card on Mon Sep 1st 2003 at 12:03am
Wild Card
2321 posts
Posted 2003-09-01 12:03am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Spazz said:
A simple noobie question bring out SO much dispute :razz:
Anything around here brings dispute :biggrin: