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Old 06-27-2007, 03:17 PM   #1 (permalink)
 
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Making openable doors

Whenever I make a func_door_rotating in hammer, the only way to open it is to run into it. Is there a way to make doors open when you press 'e'?

Also, whenever I jump onto one of my prop_physics_multiplayer props, I fall through the top. It then pushes me to the outside of the object. Do I need to set it's mass scale to something besides 0?
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Old 06-27-2007, 03:28 PM   #2 (permalink)
 
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Re: Making openable doors

Never mind about the doors. All you have to do is edit some of the spawn flags.
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Old 06-27-2007, 03:31 PM   #3 (permalink)

 
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Re: Making openable doors

Yes. Properties/flags. You'll have toggles for Activate with Use, Bump Opens, &c.

All physics props behave that way. If you're dealing with stuff that will move, "you'll get over it." </fark> If you're dealing with stuff that won't move or be destroyed, wrap it with a PLAYERCLIP brush. Ensure it's a few units taller than the object so the push effect won't happen.

Extra Point: The server switch sv_turbophysics 1 gets rid of the annoying and unrealistic push effect, allowing you to stand on things normally. However, no one uses it because it allows people to move the C4 by USEing it. (Silly, huh?)
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Old 06-27-2007, 06:07 PM   #4 (permalink)
 
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Re: Making openable doors

Is sv_turbophysics 1 a "cheat"?
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Old 06-27-2007, 06:54 PM   #5 (permalink)

 
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Re: Making openable doors

I wouldn't expect so, since it's an SV_... if you can toggle the SV_'s you have the power of Greyskull and can do whatever you want.

Valve ticked me off and made showbudget a cheat. I can see how if someone is really slick they could watch the barcharts to detect events you wouldn't normally perceive and thus 'cheat,' but it's a terrible loss of a powerful FPS-saving tool. Now when the game chokes up I don't know if it's my video, my CPU, or the mapper.

So now I must blame the mapper by default since ultimately mappers are to blame for all non-chronic performance issues. Boneheads.
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Old 06-27-2007, 09:53 PM   #6 (permalink)
 
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Re: Making openable doors

Hear that, HF? You're already to blame for any problems I have when I play on your maps.
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Old 06-29-2007, 02:10 PM   #7 (permalink)
 
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Re: Making openable doors

Hey thanks Magna, this helped a bunch.

HF and I are both working on a map which had alot of door problems.
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Old 06-29-2007, 02:23 PM   #8 (permalink)
 
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Re: Making openable doors

Oh, magna, what are we supposed to do with stuff that _will_ move?
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Old 06-29-2007, 03:33 PM   #9 (permalink)

 
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Re: Making openable doors

There's nothing you can do. If it's a moving prop, it's going to suffer the fall-through and bumper effect.
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Old 06-29-2007, 05:40 PM   #10 (permalink)
 
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Re: Making openable doors

If it's moving, deal with it. It's like eating soggy hot dogs. You'll live.
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Old 06-29-2007, 06:15 PM   #11 (permalink)
 
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Re: Making openable doors

Hijacking my own thread lol. Anyway, I'm trying to make water that moves (I had working water, but that's no fun, is it?). I changed the top surface to a water_movingplane texture. Then I pressed Ctrl + T and made it a func_water_analog. This water's movement has to be triggered to move using an output called 'open' (or 'close'). Is there a way to 'open' it as soon as the map starts?

EDIT: (Some people that we won't name (whistler) are complaining that we should have another sub-forum for mapping (So they don't have to read the mapping ones). Rather than starting a new thread and therefore causing them more disgruntled(ness?), I'm using this thread.)
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Last edited by highly_flammable; 06-29-2007 at 06:19 PM. Reason: Forgot to say it in the original post...
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Old 06-29-2007, 06:25 PM   #12 (permalink)
 
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Re: Making openable doors

Add a button to the map that players can press to start the water.
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Old 06-29-2007, 06:30 PM   #13 (permalink)
 
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Re: Making openable doors

I've never tried making a map for source, so I may be way off base, but couldn't you make a trigger that will be activated by players spawning into the game or at least as soon as they move off the start area?
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Old 06-29-2007, 06:39 PM   #14 (permalink)
 
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Re: Making openable doors

Solution: Logic_auto entity. This can trigger it when the map starts.
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Old 06-29-2007, 06:41 PM   #15 (permalink)
 
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Re: Making openable doors

That sounds more like a hack than a solution.
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I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~ Magna Centipede
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