door_slide_large_dynamic.mdl

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
How do I use door_slide_large_dynamic.mdl correctly? I'm clearly doing it wrong here.

And by using it correctly, I mean to make it work so when I approach it, it opens, and when I run away from it, it closes, making all the usual sounds.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Looks like you have it set to randomly animate.

Your I/O should be "SetAnimation" "Open" and "close" for the respective triggers.

Also, those doors are hilarious.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Looks like you have it set to randomly animate.
Oops! How did that happen :O

Okay they're working now, but now I have a problem with the sounds. I/O's on the door props (regarding sounds only) are as follows:

OnAnimationBegun | red_second_door1_sound | PlaySound
OnAnimationDone | red_second_door1_sound | StopSound
OnAnimationDone | red_second_door1_soundend | PlaySound

What should happen is when the door's animation begins, red_second_door1_sound begins to play, and when the animation ends, red_second_door1_sound stops playing and red_second_door1_soundend plays. However, when I test this in-game, the sound doesn't stop when the door has finished moving, carrying on all the way to the end of the sound file itself. Have I forgotten something or have I just done something wrong?
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
You can't stop an ambient_generic mid play. You should have a func_door as part of the mix. Set your opening and closing sounds on that.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Er, you shouldn't need sounds. Your invisible func_door will make door sounds by default. Unless you're using custom sounds, then i guess NB's suggestion is applicable.
 
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Jeremy

L11: Posh Member
Oct 24, 2010
829
299
I wasn't using a func_door though. That was the problem.
 
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