Dooooors

Portalboat

L1: Registered
Jul 17, 2010
44
1
Why are they so hard to make?

Right now, I'm just trying to make it move. I don't care how far, I just want it to move in the right direction. I've set the move direction (Yaw) in EVERY 90-degree increment. 90 and 270 move it, but only front and backward. (I want it to go right) 180 doesn't move at all, but it still plays sounds.
What am I doing wrong?
 

Portalboat

L1: Registered
Jul 17, 2010
44
1
I know, but I can't have the doors go up because there's going to be a upper level. They need to go sideways.
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
the move direction is the same as looking at the x/y view in hammer (top down), so just look at the x/y then think about you want it to move and move the line in the circle around to match that direction
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
With 0 degrees being the right side of your monitor IIRC.

There's also an amazing "point at" feature that makes it really easy to get a "close enough" angle.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
With 0 degrees being the right side of your monitor IIRC.

There's also an amazing "point at" feature that makes it really easy to get a "close enough" angle.

...Which you can then round to the nearest 90 degree increment. That's what I almost always end up doing, since I can't be bothered to remember how the coordinates work. With actually rotating stuff I can just use trial and error, but obviously for doors you have to change, compile, test, change again, compile again... bleh. I kinda wish there was a way to preview movement like that, sometimes.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
You can also use the compass on the properties window.
 

Tehrasha

L3: Member
Nov 5, 2009
115
28
You can also use the compass on the properties window.

Unfortunately, the compass only works if you are already facing north. :)
Example: If you are in the 3D viewer and select your door, then tell it to open to the left...
But left relative to what? Took me the longest time to figure that part out.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Left according to the maps origin. It's not that hard. A common but time consuming effort is to use several smaller doors with lips, so the door doesn't interfere with space above it. But even pl_goldrush has this problem in it's first stage.

You can either have the door travel down, assuming you're not using a parented dynamic prop for the door, with a speed of atleast 1000. Or a couple (3-4) smaller doors that overlap above the doorway when opened.
 

Portalboat

L1: Registered
Jul 17, 2010
44
1
Alright, when I set it to 270 (the direction I want it to move) it doesn't move at all. But it still plays the sounds.

EDIT: Turns out I was setting the lip too low. Is there a way to determine that?
 
Last edited:

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
Lip is how much it sticks out of the wall- hammer calculates this by presuming the door ends where the wall begins. So, set the lip to ten and the door will move (its own width-10) across. If the door brush sticks into the wall by ten, it'll end up not sticking out. If the door is less than 10, it'll move the other way.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
The door prop should always be nonsolid; it's the func_door that should actually stop boolets/players/etc.