[SOLVED] Difficulty with animated door props

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
Having trouble getting an animated door prop to function properly.

What I have tried so far:
trigger_multiple with outputs:
OnStartTouchAll > red_doorprop_r > SetAnimation > open
OnEndTouchAll > red_doorprop_r > SetAnimation > close
When I compile, the door does nothing. Help please!
Thanks in advance :)
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,258
999
Are you using the prop_dynamic entity for your door prop? Is it the animated variety? e.g. models/props_gameplay/door_slide_small_dynamic.mdl.

Your trigger logic is sound. Did you know you can show logic activity in the console using developer 2, and you can manually fire and modify entities using ent_fire?
 

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
It's a prop_dynamic
door_slide_small_dynamic.mdl
Wow, no I didn't know about that, will go look at that now..

EDIT: After testing it again, it opens but doesn't close?
 
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worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,258
999
I think that's a safety feature. In the event that the emergency motor battery is low or dead, the door will remain open and never close, so you won't become trapped if the power cuts out.

Joking aside, I can't think of anything else. When you inspect the logic in the console, check that there is a corresponding input to your output. The console will show the command being sent, and the target entity receiving it and performing the action on two separate lines. Have a look for any other logic going on that's not under your control that could be interfering.
 

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
When looking in the console, I got this:
"(17.97) output: (trigger_multiple,) -> (red_doorprop_r,SetAnimation)(open)
(17.97) input : red_doorprop_r.SetAnimation(open)
(18.13) output: (trigger_multiple,) -> (red_doorprop_r,SetAnimation)(close)
(18.15) input <NULL>: red_doorprop_r.SetAnimation(close)"

So I guess there's something dodgy with the input part...

EDIT: Here's an image of the input window:
R48bKyj.png

Confused now as it says "<NULL>" but the inputs seem fine to me :/
 
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MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
If I'm not wrong, the "OnStartTouchAll" output shouldn't be used if only players are supposed to trigger outputs. Try using "OnStartTouch" instead.

*just in case: don't worry about "OnEndTouchAll", so leave it there.
 

henke37

aa
Sep 23, 2011
2,075
515
Those are fine. The All versions of the outputs only fire when the trigger zone is entirely depopulated by players.
 

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
Ok. I'll do some more work on it and if all fails, I'll just parent a different prop to a func_door
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,258
999
Try isolating the door and trigger in a separate VMF and testing that. If it still doesn't work, then if you don't mind, upload your VMF and we'll take a look.
 

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
Hey sorry for the late reply (wasn't working on map over weekend).
I made a separate VMF and remade the door and worked fine. I'll try remaking my door in my actual map from scratch first to see whether there was some human error.

EDIT: Door worked fine after being remade. Stupid me xd
 
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