- Apr 14, 2013
- 663
- 343
I am creating a logic system for a sd-inspired gamemode, where it's like doomsday, but w/o the rocket. There's a part where two doors in the ground should open when the flag carrier stands on a platform. the way it works is
If the flag carrier is no longer in the volume/flag is dropped, then the doors start closing. If they are fully open, but the other stuff hasn't yet been complete, then the stuff slowly reverses itself, and then the doors slowly close.
At first I tried to use func_door. But during testing, I discovered that the doors just keep on opening forever (ain't this strange?), and thus, the OnFinishedOpening (or something like that) output is useless.
Then I made the whole door system into func_tracktrains. The last path_track triggers the next event via logic_relays. After messing around with it for a while, I found out that for some strange reason when the doors spawn they are already open!
So then, when the flag carrier enters the platform area, the other stuff I talked about earlier happens, when the flag carrier exits the area, the stuff reverses (as should happen according to the logic code), and then the doors close. from that point it all acts normal: if the flag carrier gets back into the platform area the doors open, exits-the doors close, etc.
I set the paths properly, the first path has the "teleport from this pathtrack" selected, the 1st path leads to 2nd one but 2nd not to 1st. The "train" itself is set with the proper paht_track start. I even added later an logic_auto w/ a teleoprt to path_track output for both doors.
What I'm acctually asking is:
1. Is there some way of solving the door opens forever situation?
2. Is there a way to fix the doors spawning in the wrong way?
3. If not, is there some other way to make the doors open propely using another entity?
Code:
func_flagdetectionzone => logic_relay => door opening code => when door finished opening: trigger other stuff
At first I tried to use func_door. But during testing, I discovered that the doors just keep on opening forever (ain't this strange?), and thus, the OnFinishedOpening (or something like that) output is useless.
Then I made the whole door system into func_tracktrains. The last path_track triggers the next event via logic_relays. After messing around with it for a while, I found out that for some strange reason when the doors spawn they are already open!
So then, when the flag carrier enters the platform area, the other stuff I talked about earlier happens, when the flag carrier exits the area, the stuff reverses (as should happen according to the logic code), and then the doors close. from that point it all acts normal: if the flag carrier gets back into the platform area the doors open, exits-the doors close, etc.
I set the paths properly, the first path has the "teleport from this pathtrack" selected, the 1st path leads to 2nd one but 2nd not to 1st. The "train" itself is set with the proper paht_track start. I even added later an logic_auto w/ a teleoprt to path_track output for both doors.
What I'm acctually asking is:
1. Is there some way of solving the door opens forever situation?
2. Is there a way to fix the doors spawning in the wrong way?
3. If not, is there some other way to make the doors open propely using another entity?