The Official Help Intraman Thread.

Intraman

L4: Comfortable Member
Nov 4, 2007
191
0
Since I'll probably being asking alot of questions in the coming weeks and instead of making a new thread each time, I figured it would be a good idea to make thread just to house all my questions.

My 1st question is:
How do I make a door that only one team can go through?
I already know how to make a door and how to make it so a certain team can't pass into an area, but I can't seem to figure out how to make it so that a door only opens for one team.
Now on the source wiki, it says to use a "filter_activator_tfteam" and set it to the func_door's Block Filter Name Property. Which I did, but it didn't seem to work at all.

Thanks in advance.
 
K

killanator

i will probably be using this thread to =)

and about your question, i did the door so it would open to both teams and just put up the thing that has the sign that doesnt let you enter so the blue team couldnt get in. i most likely screwed it all up but it might work the way i did it. if someone else has a proper answer than please tell us lol
 

Ziggurat

L1: Registered
Nov 7, 2007
20
0
ok, I figured it out. this is how you would make the door so only red team can open it:

1) somewhere in your map, put a point entity "filter_activator_tfteam"
2) go into properties and change "Team" to "Red", and the "Name" to "filter_team_red"
3) go into properties of the trigger_multiple that opens your door, and change "Filter Name" to "filter_team_red"
4) go into properties of your func_door and go to the flags tab, make sure "opens on touch" is NOT checked. we want it to open ONLY using the trigger_multiple.

the "Block Filter Name" part of the func_door should remain blank, and is not used.
 
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ThatGuy

L2: Junior Member
Nov 5, 2007
51
0
how about when you capture a control point, how do you make it trigger a door to be opened?

For example:

when you cap a blue control point, how do you enable a door to be used by red? and when blue captures the point, disable the red use of the door?
 

Intraman

L4: Comfortable Member
Nov 4, 2007
191
0
ok, I figured it out. this is how you would make the door so only red team can open it:

1) somewhere in your map, put a point entity "filter_activator_tfteam"
2) go into properties and change "Team" to "Red", and the "Name" to "filter_team_red"
3) go into properties of the trigger_multiple that opens your door, and change "Filter Name" to "filter_team_red"
4) go into properties of your func_door and go to the flags tab, make sure "opens on touch" is NOT checked. we want it to open ONLY using the trigger_multiple.

the "Block Filter Name" part of the func_door should remain blank, and is not used.

Ah! I figured it out.. I had the trigger outputs set up wrong. the Output for opening was set to "OnEndTouchAll" instead of "OnStartTouchAll"
Thanks though.
 

Intraman

L4: Comfortable Member
Nov 4, 2007
191
0
Ok, now I'm having another problem. When playing as a Spy, his knife and watch appear purple and cloaking appears not to work. The Sniper's lens also appears purple. I've heard of other people having this problem yet I can't find mention of it anywhere.
 
S

Swift

Would be nice if people write a little [TUTORIAL]Topic once they are helped with something so that people searching for the same thing don't have to read through a hole topic.

Just a thought/suggestion. ;)
 
M

MrTwitch

Ok, now I'm having another problem. When playing as a Spy, his knife and watch appear purple and cloaking appears not to work. The Sniper's lens also appears purple. I've heard of other people having this problem yet I can't find mention of it anywhere.

You need an env_cubemap to properly render lighting and reflections, then you need to open the map in another game/mod and use the console command buildcubemaps.
 

Intraman

L4: Comfortable Member
Nov 4, 2007
191
0
Ok, I'm having another issue with door's.. Though this is more of a cosmetic problem and not a functionality one.
It's best explain through screen shots:
Door Closed
Door Open
As you can see, when the door opens it doesn't actually animate the prop_dynamic. Rather it just moves the whole thing up.
Now this isn't a grave issue, however I could see how it may be a big problem if say I have a hallway above the door which it blocks off when opened.
So how do I make it so the prop_dynamic is actually animated instead of just moved?
 
M

Maj.Woody

First off, how did you set up that door? I belive that for that door you need to set it up differently that just moving a prop that is tied to a func_door. That door has some animation cycles that you need to trigger instead I believe. Also, I belive that door has no collision model, it is just a graphical thing only and will not stop people on its own.

For a more conventional door, you want to use 2 seperate models. For the same exact looking door, use props_gameplay\door_slide_large.mdl as the frame (just a simple prop, do not tie this to anything). Then you use props_gameplay\door_slide_large_door.mdl as the actual door prop. Tie that door prop to your func_door entity and trigger the func door with your I/O stuff.
 
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Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
Ok, I'm having another issue with door's.. Though this is more of a cosmetic problem and not a functionality one.
It's best explain through screen shots:
Door Closed
Door Open
As you can see, when the door opens it doesn't actually animate the prop_dynamic. Rather it just moves the whole thing up.
Now this isn't a grave issue, however I could see how it may be a big problem if say I have a hallway above the door which it blocks off when opened.
So how do I make it so the prop_dynamic is actually animated instead of just moved?

First off, how did you set up that door? I belive that for that door you need to set it up differently that just moving a prop that is tied to a func_door. That door has some animation cycles that you need to trigger instead I believe. Also, I belive that door has no collision model, it is just a graphical thing only and will not stop people on its own.

For a more conventional door, you want to use 2 seperate models. For the same exact looking door, use props_gameplay\door_slide_large.mdl as the frame (just a simple prop, do not tie this to anything). Then you use props_gameplay\door_slide_large_door.mdl as the actual door prop. Tie that door prop to your func_door entity and trigger the func door with your I/O stuff.

Very cool. Since I can finally play TF2 on high settings, I only recently noticed how the big slide door actually animates. Good stuff :)
 
M

Maj.Woody

There is 1 dynamic door that does work well, and that is the one in props_well called 'main_entrance' (or something similar). It is comprised of a track model and a door model. The door itself has an animation and it rolls up like a garage door. Very nice model, I think it is going in my next map :)
 
Oct 25, 2007
219
690
There are two questions here so I'll answer both:

how about when you capture a control point, how do you make it trigger a door to be opened?

You just need to name your door and associate an output on the CP.

For example, you name the door lastdoor and you have a flag to say it's starts locked. On the output for the team_control_point entity, you have an output of OnCapture -> lastdoor -> unlock. This creates a door that will open and shut, but only after the previous control point has been taken.

You could also have a flag for toggle (meaning when it's open, it stays open, unless another entity tells it to close). Make an output on the Team_Control_Point entity that says OnCapture -> lastdoor -> toggle (or open). This door will stay open after a team takes the control poitn.

when you cap a blue control point, how do you enable a door to be used by red? and when blue captures the point, disable the red use of the door?

This is a bit trickier. Bascially, you have two triggers for the door. One that has a team filter for red, another that has a team filter for blue. On the associated team_control_point entity, you want set a series of outputs such as OnCapTeam1 ->RedTrigger -> Enable, OnCapTeam1 -> BlueTrigger -> Disable, OnCapTeam2 ->BlueTrigger -> Enable, OnCapTeam2 -> RedTrigger -> Disable.

This will basically enable the controlling team's door trigger while disabling the losing team's door trigger. Someone else might have a better way of doing this with Relays.
 
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Intraman

L4: Comfortable Member
Nov 4, 2007
191
0
You need an env_cubemap to properly render lighting and reflections, then you need to open the map in another game/mod and use the console command buildcubemaps.

Ok. Now, I tried this and I was unable to open the map in another game at all.

EDIT: Nevermind, I'm pretty sure I got it working.
 
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Intraman

L4: Comfortable Member
Nov 4, 2007
191
0
Now I'm wondering if there is a way I could ungroup a bunch of brushes from, say, a Func_detail? I've tried used the "ungroup" option, but it doesn't seem to do anything.
 

Cdsand

L2: Junior Member
Oct 25, 2007
75
1
When you have multiple brushes as par tof an entity they will not ungroup without being converted toWorld first.