- Jan 6, 2008
- 2,289
- 1,372
Alright, this problem is solved, thanks to trial and error. And bobby.
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...
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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