Syncronizing 2 func_door's?

Syncronizing 2 func_door's?

Re: Syncronizing 2 func_door's? Posted by HazardGameR^ on Wed Nov 30th 2005 at 6:25pm
HazardGameR^
75 posts
Posted 2005-11-30 6:25pm
75 posts 27 snarkmarks Registered: Nov 30th 2005 Occupation: Student Location: Denmark
And here's the stupid question... :dorky:

How to syncronize 2 func_door's? You know, if you want a double door using func_door and you dont want only half of it to open.

You might as well tell me how to do it with the func_door_rotating. (If you don't do it the same way? :rolleyes: )

And now that I'm so busy talking, how do you make the radius of when the door opens, bigger? :biggrin:

Yes, i admit it, I'm Noobie/Newbie, now PLEASE don't mention it! :mad: :razz:
Re: Syncronizing 2 func_door's? Posted by satchmo on Wed Nov 30th 2005 at 6:52pm
satchmo
2077 posts
Posted 2005-11-30 6:52pm
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
No problem. Use a func_trigger brush to output to both door entities. It should work nicely.

By the way, welcome to the SnarkPit. For future references, you should post mapping questions to the mapping section of the forum. General Banter is typically for non-mapping topics.
"The greatest thing you'll ever learn is just to love and be loved in return." -- Toulouse-Lautre, Moulin Rouge
Re: Syncronizing 2 func_door's? Posted by HazardGameR^ on Wed Nov 30th 2005 at 7:32pm
HazardGameR^
75 posts
Posted 2005-11-30 7:32pm
75 posts 27 snarkmarks Registered: Nov 30th 2005 Occupation: Student Location: Denmark
Thanks :smile:

Couldn't post in the map forum because i had to have a beta-version of my map or something, and for the time being, I'm just playing 'round a little... I tried! I really did! SNIFF :cry: :razz:
Re: Syncronizing 2 func_door's? Posted by omegaslayer on Wed Nov 30th 2005 at 7:38pm
omegaslayer
2481 posts
Posted 2005-11-30 7:38pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Just for a future reference please post in the HL2 editing Forum (Not
the Maps forum), reguardless of the completeness of your map. Do this
and you wont get flamed like so many have.
Posting And You
Re: Syncronizing 2 func_door's? Posted by Addicted to Morphine on Wed Nov 30th 2005 at 7:53pm
Posted 2005-11-30 7:53pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Also -- you're usually required to do a search of the HL2 Editing
Boards before you post a new thread. It's just a screening
process to prevent duplicated topics. So, next time you have a
problem, check there first, and then if it's a new issue, then feel
free to post a thread asking for help :smile:

Welcome to the SnarkPit.
Re: Syncronizing 2 func_door's? Posted by MisterBister on Wed Nov 30th 2005 at 8:03pm
MisterBister
277 posts
Posted 2005-11-30 8:03pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
If you dont
know about inputs &ampoutputs, I recommend this guide before you try
anything out:http://developer.valvesoftware.com/wiki/Inputs_and_Outputs

Then use a func_trigger to activate the doors at once through the inputs & outputs
system, as satchmo said.
Re: Syncronizing 2 func_door's? Posted by KungFuSquirrel on Wed Nov 30th 2005 at 8:05pm
KungFuSquirrel
751 posts
Posted 2005-11-30 8:05pm
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
god I love our 'team' settings in the d3 engine :biggrin:

(sorry, had to toss that in, don't mind me :razz: )
www.button-masher.net
Re: Syncronizing 2 func_door's? Posted by wil5on on Wed Nov 30th 2005 at 8:55pm
wil5on
1733 posts
Posted 2005-11-30 8:55pm
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Even though it has nothing to do with the actual problem :razz: (well, it doesnt sound like it anyway)

To make a door open partially, use the "lip" setting. Put a number in there, and that will set how far from the default position it opens to (I think negative numbers make it open further).
"If you talk at all during this lesson, you have detention. Do you understand?"
  • My yr11 Economics teacher
Re: Syncronizing 2 func_door's? Posted by Captain P on Wed Nov 30th 2005 at 9:24pm
Captain P
1370 posts
Posted 2005-11-30 9:24pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
So, what is that 'team' setting in the D3 engine, KFS? :biggrin:
Create-ivity - a game development blog
Re: Syncronizing 2 func_door's? Posted by satchmo on Wed Nov 30th 2005 at 10:25pm
satchmo
2077 posts
Posted 2005-11-30 10:25pm
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
/me watches as this thread derails into the abyss...
"The greatest thing you'll ever learn is just to love and be loved in return." -- Toulouse-Lautre, Moulin Rouge
Re: Syncronizing 2 func_door's? Posted by Captain P on Wed Nov 30th 2005 at 11:36pm
Captain P
1370 posts
Posted 2005-11-30 11:36pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
So, what 'abyss', Satch? :biggrin:

// Sorry, couldn't resist... :wink:
Create-ivity - a game development blog
Re: Syncronizing 2 func_door's? Posted by HazardGameR^ on Thu Dec 1st 2005 at 1:03pm
HazardGameR^
75 posts
Posted 2005-12-01 1:03pm
75 posts 27 snarkmarks Registered: Nov 30th 2005 Occupation: Student Location: Denmark
MisterBister said:
If you dont know about inputs &ampoutputs, I recommend this guide before you try anything out:http://developer.valvesoftware.com/wiki/Inputs_and_Outputs

Then use a func_trigger to activate the doors at once through the inputs & outputs system, as satchmo said.
Thanks :smile: I just put output from door one to door two, and vice versa... Found that much easier :dorky:
Re: Syncronizing 2 func_door's? Posted by KungFuSquirrel on Thu Dec 1st 2005 at 1:13pm
KungFuSquirrel
751 posts
Posted 2005-12-01 1:13pm
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
So, what is that 'team' setting in the D3 engine, KFS? :biggrin:
All doors with the same team open/close when any one part is triggered. Same applies for locking doors - doors won't open if any one door is set to locked.

This also reminds me, I need to document the new door features on the Q4 SDK site... So much to do! :smile:
www.button-masher.net