How do I open two doors with one output?

lukechalfant

L1: Registered
Jul 12, 2010
12
0
I'm trying to make the sliding doors from 2fort so I went into the vmf to see how it was originally done. There are the two doors which are func_doors and they are named door_blue1_1_left and door_blue1_1_right. And then there is a trigger_multiple to trigger them. But in the outputs for the trigger there is only one open and one close, both for the left door. For the target entity name though there is an asterisk, like this: door_blue1_1_left*. And it is in red text. It shows no outputs for the right door but the right door has inputs.

Just wondering how you name two targets in one output.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
I believe (without even looking) that the trigger was actually called door_blue1_1_*, not door_blue1_1_left*. The asterisk is used to refer to all entities that start with "door_blue1_1_".
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
You can use the wildcard (*) as explained above. It will always show as a broken output, the red arrow thing though.

However, the easier method is to just name both the left and right door the same (like blue_1_1). There is no rule to names being unique, so it works fine to just send a single output that affects several entities with the same name.
 

lukechalfant

L1: Registered
Jul 12, 2010
12
0
Thanks for all of the answers.

New problem: I don't know what to set MoveDirection to. I don't get the whole Pitch Yaw Roll thing. I can't tell which direction is which.

Currently my left door is set to 0 0 90. And it moves left. I got lucky somehow when I guessed.

My first guess for the right door was 0 0 -90 but that made it move the same direction.
So I tried 0 0 -270, yet it still moves left along with the left door.

They aren't parented to each other. Their directions are set to different values yet they move the same.

Side problem:
Whenever I'm running a map by myself. Any map, I've tried it with more than a few. As I walk, I stay at the same altitude even when I walk off buildings. I just keep walking through air as if there is something there.
If I press jump, about 1 second later I fall down to actual ground level. If I try to walk up stairs or something I walk right through them. If I press jump, about a second later I magically appear on top of them.

Everything runs fine when I'm actually in a game on a server. And every once in awhile it works fine by myself but it seems random. I haven't noticed any patterns.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Thanks for all of the answers.

New problem: I don't know what to set MoveDirection to. I don't get the whole Pitch Yaw Roll thing. I can't tell which direction is which.

I haven't quite figured it out yet either, but the directions are absolute not relative. That is, 0 0 90 will always move the door to the North of the map in hammer (note: made that up), so it might appear that the doors are opening in opposite directions. If you rotate a door 180 degrees and leave it's open direction as the same value, then it won't have changed at all.

This is why I use "point at." I point the way I want the door the move as accurately as I can, then modify the values to be to the closest 90.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Use the little angle compass dialog to set the move direction, it is relative to the top view.

Ravidge was right in that you can name them the same thing, but most of the time the actual door will be invisible with a prop parented to it, in which case you need unique door names.

Using a relay for something as simple as doors would be folly.
 

Harribo

aa
Nov 1, 2009
871
851
...
Side problem:
Whenever I'm running a map by myself. Any map, I've tried it with more than a few. As I walk, I stay at the same altitude even when I walk off buildings. I just keep walking through air as if there is something there.
If I press jump, about 1 second later I fall down to actual ground level. If I try to walk up stairs or something I walk right through them. If I press jump, about a second later I magically appear on top of them.

Sorry, I dont want to side track your thread but i get this exact same problem too but its allways this way if i use the create server button, the offline practice works fine though. If anyone could give any ideas to fix this it be really appreciated
 

lukechalfant

L1: Registered
Jul 12, 2010
12
0
This is why I use "point at." I point the way I want the door the move as accurately as I can, then modify the values to be to the closest 90.

"point at" doesn't seem to do anything. Maybe I just need to re-load hammer. I've used it before and it worked but now it isn't changing the value. :(

Sorry, I dont want to side track your thread but i get this exact same problem too but its allways this way if i use the create server button, the offline practice works fine though. If anyone could give any ideas to fix this it be really appreciated

By all means, if that's sidetracking, do it. I'd like to be able to test maps properly. ;) Anyone know what we're talking about?
 

lukechalfant

L1: Registered
Jul 12, 2010
12
0
Use the little angle compass dialog to set the move direction, it is relative to the top view.

Ravidge was right in that you can name them the same thing, but most of the time the actual door will be invisible with a prop parented to it, in which case you need unique door names.

Using a relay for something as simple as doors would be folly.

The little 3 lines that are red, green and blue? And is it red X, green Y, blue Z?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
I mean this:
compass.png
 

Ninjilla

L420: High Member
Sep 13, 2008
445
116
I just name the doors separate names, and use the trigger_multiple outputs to open them both at the same time.