Problem with main_entrance_door

Darkfoxx

L1: Registered
Jun 1, 2009
10
0
I'm using the main_entrance_door.mdl model from Well (the big garage door).

The problem is, the animation for the door is acting really wonky and I have no idea why. When it opens, it does not use it's animation correctly. It's suppose to follow the track of main_entrance_door_frame.mdl. Instead, the door just kinda shoots into the ceiling/wall above it.

What it looks like in game:

doorclosed.jpg

dooropened.jpg


Here are all the settings:

prop_dynamic (blue_main_door)

blue_main_door.jpg



func_door (blue_main_funcdoor)

blue_main_funcdoor.jpg

blue_main_funcdoor_outputs.jpg

blue_main_funcdoor_flags.jpg



trigger_multiple

trigger_multiple.jpg


All inputs are correct.

Any ideas? :confused:
 

TracerDX

L3: Member
Jun 9, 2009
127
26
Parenting a prop_dynamic to a func_door is only going to make the prop move with the door.

I've never used that door model, but I'd guess its an animation sequence. You wouldn't need a func_door. I'll look into it though.... will reply with solution.

EDIT: Ok, I see, unparent it from the door. You got the animation right, but its also moving with the door.
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
well i noticed some stuff you could start with. your func_door has a "delay before reset" of -1. why would you need outputs to close it? these values don't match

tracerDX seems right bout the parenting thing tho. this makes me think, shouldn't we use func_door_rotating to better match this kind of door model?

anyway, you do need a func_door somewhere between your model and trigger because some door models won't block bullets
 
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Darkfoxx

L1: Registered
Jun 1, 2009
10
0
Parenting a prop_dynamic to a func_door is only going to make the prop move with the door.

I've never used that door model, but I'd guess its an animation sequence. You wouldn't need a func_door. I'll look into it though.... will reply with solution.

EDIT: Ok, I see, unparent it from the door. You got the animation right, but its also moving with the door.

Ah ha! That makes sense. I'm so used to tying a func_door to a prop door...silly me.

Thanks so much for pointing that out. ;)

if your func_door has a "delay before reset" of -1, why would you need outputs to close it? these values don't match

I always use -1.

This is from the dev wiki... "Delay Before Reset: Set this to -1 so that the door will never close as long as someone is in the doorway. Otherwise, the door will close and NOT reopen until everyone has cleared the trigger. Anything other that -1 can lead to griefing (i.e. one player can lock an entire team in the spawnroom)."
 
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fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
I always use -1.

This is from the dev wiki... "Delay Before Reset: Set this to -1 so that the door will never close as long as someone is in the doorway. Otherwise, the door will close and NOT reopen until everyone has cleared the trigger. Anything other that -1 can lead to griefing (i.e. one player can lock an entire team in the spawnroom)."
I though this setting would override the input but your right. it's actually the other way around. hehey, I have much to learn about doors myself