Broken everything [SOLVED]
Quote from MasterLagger on September 9, 2011, 10:35 pmJust took another look through Hammer, it seems certain doors have the "rightopen" animation with it. Not sure if the prop_testchamber_door has it.
BTW: The reason why I suggested the "gray" door is that it would fit your "broken" theme. But use whatever door you want, no pressure.
Just took another look through Hammer, it seems certain doors have the "rightopen" animation with it. Not sure if the prop_testchamber_door has it.
BTW: The reason why I suggested the "gray" door is that it would fit your "broken" theme. But use whatever door you want, no pressure.
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Quote from spongylover123 on September 9, 2011, 10:52 pmMasterLagger wrote:Just took another look through Hammer, it seems certain doors have the "rightopen" animation with it. Not sure if the prop_testchamber_door has it.Yes, I found a model that has rightopen, but it is not the ones that have a stick figure or a grayed out one
I actually like the stick figure because It gives you a light.
Yes, I found a model that has rightopen, but it is not the ones that have a stick figure or a grayed out one
I actually like the stick figure because It gives you a light.
Quote from Will T. on September 9, 2011, 11:49 pmTry the following:
-Make a door that's composed of three prop_dynamics, all with "portal_door_bits" in the name (so search for that in the model browser): the frame, the left door, and the right door (which will open). Even though the frame and left door won't move, they still have to be prop_dynamic as they won't render if they're set to prop_static.
-Make a func_door occupying a space the same size or smaller than the inner half of the opening door (if it is much larger than this, the door may move too far for your liking), setting the move direction to be towards the direction you want the door to open - into the wall, most likely. Be sure to turn up the move speed - I'm using 300 while testing these steps, and that seems pretty good. Make sure to set the render mode to "Don't Render" to make it invisible.
-Name the func_door something, and set the "Parent" parameter for the moving door prop to the name of your func_door.
-Make a logic_timer that's set to fire at random intervals, and set the min/max random time to a reasonable range of time to have your door flying open/closed (e.g. 0.2 seconds min, 0.8 seconds max - it will open and close at random intervals between 0.2 and 0.8 seconds).
-Have the timer send an output OnTimer to a logic_branch telling it to "ToggleTest."
-On the logic_branch, tell it to open the func_door OnTrue and close it OnFalse.
-Use an env_spark to make the spark effect.Hope that helps! I built a quick test map using these steps, and it seems to work fine for me.
Play around with it, see if you can make it better suited to your specific needs.
Try the following:
-Make a door that's composed of three prop_dynamics, all with "portal_door_bits" in the name (so search for that in the model browser): the frame, the left door, and the right door (which will open). Even though the frame and left door won't move, they still have to be prop_dynamic as they won't render if they're set to prop_static.
-Make a func_door occupying a space the same size or smaller than the inner half of the opening door (if it is much larger than this, the door may move too far for your liking), setting the move direction to be towards the direction you want the door to open - into the wall, most likely. Be sure to turn up the move speed - I'm using 300 while testing these steps, and that seems pretty good. Make sure to set the render mode to "Don't Render" to make it invisible.
-Name the func_door something, and set the "Parent" parameter for the moving door prop to the name of your func_door.
-Make a logic_timer that's set to fire at random intervals, and set the min/max random time to a reasonable range of time to have your door flying open/closed (e.g. 0.2 seconds min, 0.8 seconds max - it will open and close at random intervals between 0.2 and 0.8 seconds).
-Have the timer send an output OnTimer to a logic_branch telling it to "ToggleTest."
-On the logic_branch, tell it to open the func_door OnTrue and close it OnFalse.
-Use an env_spark to make the spark effect.
Hope that helps! I built a quick test map using these steps, and it seems to work fine for me.
Play around with it, see if you can make it better suited to your specific needs.
Quote from spongylover123 on September 9, 2011, 11:53 pmWill T. wrote:Try the following:-Make a door that's composed of three prop_dynamics, all with "portal_door_bits" in the name (so search for that in the model browser): the frame, the left door, and the right door (which will open). Even though the frame and left door won't move, they still have to be prop_dynamic as they won't render if they're set to prop_static.
-Make a func_door occupying a space the same size or smaller than the inner half of the opening door (if it is much larger than this, the door may move too far for your liking), setting the move direction to be towards the direction you want the door to open - into the wall, most likely. Be sure to turn up the move speed - I'm using 300 while testing these steps, and that seems pretty good. Make sure to set the render mode to "Don't Render" to make it invisible.
-Name the func_door something, and set the "Parent" parameter for the moving door prop to the name of your func_door.
-Make a logic_timer that's set to fire at random intervals, and set the min/max random time to a reasonable range of time to have your door flying open/closed (e.g. 0.2 seconds min, 0.8 seconds max - it will open and close at random intervals between 0.2 and 0.8 seconds).
-Have the timer send an output OnTimer to a logic_branch telling it to "ToggleTest."
-On the logic_branch, tell it to open the func_door OnTrue and close it OnFalse.
-Use an env_spark to make the spark effect.Hope that helps! I built a quick test map using these steps, and it seems to work fine for me.
Play around with it, see if you can make it better suited to your specific needs.
Wow, great tut!
-Make a door that's composed of three prop_dynamics, all with "portal_door_bits" in the name (so search for that in the model browser): the frame, the left door, and the right door (which will open). Even though the frame and left door won't move, they still have to be prop_dynamic as they won't render if they're set to prop_static.
-Make a func_door occupying a space the same size or smaller than the inner half of the opening door (if it is much larger than this, the door may move too far for your liking), setting the move direction to be towards the direction you want the door to open - into the wall, most likely. Be sure to turn up the move speed - I'm using 300 while testing these steps, and that seems pretty good. Make sure to set the render mode to "Don't Render" to make it invisible.
-Name the func_door something, and set the "Parent" parameter for the moving door prop to the name of your func_door.
-Make a logic_timer that's set to fire at random intervals, and set the min/max random time to a reasonable range of time to have your door flying open/closed (e.g. 0.2 seconds min, 0.8 seconds max - it will open and close at random intervals between 0.2 and 0.8 seconds).
-Have the timer send an output OnTimer to a logic_branch telling it to "ToggleTest."
-On the logic_branch, tell it to open the func_door OnTrue and close it OnFalse.
-Use an env_spark to make the spark effect.
Hope that helps! I built a quick test map using these steps, and it seems to work fine for me.
Play around with it, see if you can make it better suited to your specific needs.
Wow, great tut!
Quote from Vordwann on September 10, 2011, 12:33 amYou could make it even more realistic by parenting the env_spark to the func_door as well, so the sparks move with the door.
You could make it even more realistic by parenting the env_spark to the func_door as well, so the sparks move with the door.
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