Using a func_rotating_door to controll a func_rotating_door

Using a func_rotating_door to controll a func_rotating_door

Hammer Mapping — Page [1]
ColinB

2009 Dec 12 • 48
Hi everybody,

I have a map with a door which is tied to the entity func_rotating_door and a table that can be knocked over and put back up. The table is also tied to the entity func_rotating_door.
I want the door to be unusable when you use the table (my idea is that the door is blocked when you knock over the table). When you use the table again I want the door to become useable. Also the door must be usable only when the table is not knocked over.

I wasn't able to succeed the above with the table (func_rotating_door) so I replaced it with a trigger_multiple (in which area you would have to stand).
What I did was targeting a trigger_multiple to a multisource, targeting the multisource to a second trigger_multiple, naming the second trigger_multiples master the multisources name, and finally targeting the second trigger_multiple to the door. In this situation the second trigger_multiple is placed in front of the door so the door would open when standing in front of it.

When I tested the map I was able to controll the doors state but I believe there must be a way to do this using a func_door_rotating.
If someone could help me out I would really appreciate it. Also I didn't find a post of an alike problem. Please accept my apoligies if there is one.

Greetings, Colin
 
 
 
2009 Dec 12 at 13:42 PST — Ed. 2009 Dec 12 at 13:45 PST
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
You don't need the trigger_multiples. Try the following:

- table func_door_rotating named 'table'. Make it target 'master'.
- door func_door_rotating named 'door'. Make its master 'master'.
- func_button named 'master'. In the flags check Toggle. Put it somewhere players can't reach it and texture it with AAATRIGGER to make it invisible ingame.

The problem with this setup is that a button doesn't have a Start On flag. This means that (unless you're willing to do some more entity work for this) you'll have to make the door blocked at the beginning of the round.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 Dec 13 at 01:20 PST
ColinB

2009 Dec 12 • 48
Thanks for your response.

Could you please explain how to make the door blocked from the beginning?
I've followed the rest of your steps but unfortunately it didn't work. The table and the door can still be used independendly.
I'm also willing to use more entities and/or complex methods.

Greetings, Colin
 
 
 
2009 Dec 15 at 04:04 PST — Ed. 2009 Dec 15 at 04:07 PST
sprinkles

Chrome Whore
2009 Sep 6 • 2547
10 ₧
ColinB said:
Thanks for your response.

Could you please explain how to make the door blocked from the beginning?
I've followed the rest of your steps but unfortunately it didn't work. The table and the door can still be used independendly.
I'm also willing to use more entities and/or complex methods.

Greetings, Colin



At the beginning you could always put a brush with the clip texture on it on either side that you want blocked, and tie it to func_train. That way when it is first triggered the 'clip' brush moves out of the way [you would have to probably put a change target on it]. Actually, you know what would be easier? If you did the above, but tied the 'clip' brush to a func_door.
 
 
 
2009 Dec 15 at 07:16 PST
ColinB

2009 Dec 12 • 48
 
 
 
2009 Dec 25 at 05:13 PST — Ed. 2009 Dec 25 at 05:14 PST
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