Problem with prop-based doors

Ida

deer
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Jan 6, 2008
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Alright, this problem is solved, thanks to trial and error. And bobby. :p

I'm currently having an encounter with my feared arch-nemesis, the prop based door, in an attempt to balance my map. I've created to one-way doors (the fact that they are one-way is irrelevant) with the door_grate002_bottom and -top models, but I have some problems.

The doors are like in Dustbowl stages 1 and 2 - they're opened with a trigger_multiple. I can open both doors. I know the func_doors are opening because I hear the sounds of it when I step in and out of the trigger_multiple. The props (yes, they are prop_dynamic), however, don't animate. I can pass through one of the gates even though the props are there, which is how it should be, but in the case of the other (completely identical except the names) gate, I can't pass through. I have quadruple-checked that the props are Not Solid.

The last issue I mentioned (about not being able to pass through) also happens in the gates leading out of the attackers' "waiting room" (imagine the room in BLU's base of Gold Rush stage 1, where RED can not enter, but they can shoot bullets into it). Again, it's not because of colission settings, nor is it because of the respawnroomvisualizer.

I need help! The fate of pl_smoke's a2 release relies on you! (and/or my will to sit up all night and work my ass off even more when I could just ask you)

Oh, and I can show you some screens if you want. I tried looking for a guide on the Valve wiki, but that piece of crap doesn't even tell you properly how to tie a prop_dynamic to a func_door. So I just used this guide and made the logical changes I needed to.

EDIT: And the doors that actually will animate (those "waiting room" doors I talked about as well as doors that activate when the first point is capped), just kinda disappear instantly, they don't slide open as they should. I've set their speed to 250 (just to make sure they'd move somewhat slowly) and given them the output "OnFullyOpen | <door name> | Disable", so they shouldn't disappear before they are, well, fully open...
 
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bobby1211

L2: Junior Member
Jun 28, 2008
64
11
The first thing that comes to my mind is that the prop is not parented to the func_door brush. That would explain you hearing the door open and then can walk through the prop. If you can only walk through one and not the other then possibly the trigger is not setting one of the brushes in motion? Maybe the top on is going down and blocking the bottom or the left one is going right and blocking that one? (or whatever direction is relevant to your situation)

After reading your edit, maybe try putting a delay on the disable output, the code may know the door is open before it animates and is making it disappear. For troubleshooting maybe remove this output and see if they animate, that will tell you if it is the disabling that is causing them to disappear.

Also once you get a working set of doors to your liking, copy and paste those bad boys to the rest of your needs. Then adjust the name, the models, and resize the trigger as needed.

Keep me updated, I had some hard times with doors and understand the frustration.

-Bobby
 

Ida

deer
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Jan 6, 2008
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(lol, I pressed Thanks on your post before I added mine, and now I have to write it again)

I actually had them parented in the first place, but I removed the parenting just in case that was the problem. Actually, maybe I even parented the func_doors to the props... :p There's nothing wrong with the moving directions, though.

As for the delay...well, that couldn't really be more obvious when you mention it. That'll probably solve it!

Thanks for the tips, I'll let you know if it works.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Well, I have a brand new problem it seems.

Now that I've applied a delay of one second, the doors take a full second before they suddenly disappear without animation. This can only mean one thing - NONE of my doors actually animate. I've sent the following outputs to all of them, from their respective func_doors:

OnOpen | <name of door prop> | Set Animation | open | 0.00 | Only once: No
OnClose | <name of door prop> | Set Animation | close | 0.00 | Only once: No
(I've only sent OnClose to the doors that will not disappear after opening)

Isn't this the outputs that make them animate? Do I have to use a different outputs for the props I have?

Youme told me about a map called cp_game_entities yesterday, which would contain doors I could just copy+paste - but this does not answer my problem with the props that don't animate.

I don't think I've been this confused before while mapping. :p