Making a door a door

05-02-2005, 03:31 PM
ok... is it possible to make a door a door?

thats probobly confusing so here is what i want...

i have a landing boat, with a working front ramp/door (rotating) is it possible to make that door still work, but make the whole landing craft a door, so when you get iun and push a button is starts going and stops where i need it to.

i got the rotating front door/ramp to work, as well as the whole boat to move and stop at the right spot, but i cant get them both to work.

05-02-2005, 05:42 PM
um............movewith is about the only thing i can think of but how often does that work?


in short the answer is no

at least to my knowledge. i believe i've tried to do things of this nature in the past and it is impossible.

05-02-2005, 06:30 PM
the short answer is no

however, it can be done if u have the patience, and the entities to play with;
first the boat:
if the boat (with door closed) was a func_train that moved along path_corners, then teleported away (disappearing), at the same time as u triggerred a different (copy) boat without the door (a func_wall_toggle) then u would have your boatride
then the door:
your func_door_rotating will be invisible until it opens, you can do that with some env_renders, it will however always be solid, even when invisible, UNLESS u tick the 'passable' flag

i'll let u figure out all the timing/masters/entities, but i think it could be done

Sly Assassin
05-03-2005, 12:36 AM
On the HL1 engine it would be quite hard to do, as greenhorn has mentioned it will take alot of ents to make it work. Unless of course you used a model etc.

If you where using the Source engine it would be easy peezy :)

05-03-2005, 12:52 AM
greenhorn is on the right track. make your boat func_door1, make the ramp, func_door2. have them both move the same distance so they look to be attached. once the boat stops, you trigger an env_render that makes func_door2 invisible. at the same time you render visible func_door_rotating3 (that is the same shape, and in the same position as func_door2). you now have a spiffy new ramp that will rotate down however you'd like. :D

if none of that made sense, let me know and I'll throw together a sample map.

*edit* I just tried this and I've got everything working except I can't make func_door2 change from impassible, to passable when I make it invisible. I don't have time to try it now, but maybe you could make it a func_train so that once you make it invisible, it moves down and out of the way.

05-03-2005, 07:44 AM
When is a door not a door?

When it's ajar.

05-03-2005, 11:32 AM
here ya go:

almost exactly what you need.

05-03-2005, 02:22 PM
thanks josh

05-04-2005, 06:51 PM
Originally posted by Khakiass
When is a door not a door?

When it's ajar.
You almost made me choke on my pineapple chunks! (eating pineapple as snack right now)

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