Question About Animated Props

Vig

L2: Junior Member
Feb 14, 2009
60
120
Hi guys, I was wondering if there is a way to lock a animated prop on a single frame of animation. I have a custom set of doors I've made and I don't have a problem animating them but I can't get them do what I want...

In some areas I need them always open and in others I need them always closed.

The only way I can think of is to create some really big trigger brushes for the always open doors but it might effect game play in a weird ways? Right now I've compiled the doors as two unique static props which I think is a waste of space?
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Why would you think your static props were a waste of space if they do the job?

Just trigger the doors to open with a "Delay Before Reset" value of -1 seconds, so that they never close after being triggered to open. Then when you need them closed again, trigger them when you desire (i imagine a round change or CP capture is what you are doing).

What you are trying to do sounds like something Valve usually pulls off with func_brushes set to enable and disable (TC style) using the props/metaldoor material.
 
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Vig

L2: Junior Member
Feb 14, 2009
60
120
I'll have to give that a try thanks =)

Why would you think your static props were a waste of space if they do the job?
I have a CTF map with a long hallway lined with doors. Most of the door will always be closed but I need 2 that always stay open. I won't need the states of the doors to change, they'll permanently be fixed that way.

Since animation data is slightly smaller than mesh data? I thought if I could get the doors to stay open with animation. Instead of using the same model just exported as two separate props (one for each state open/closed).
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
You could always throw in a detailed brush as a half opened door, with the static prop frame. Depending on what texture/door you're implementing will depend on how well you could pull it off.

The types of memory you're talking about saving here is negligable. Plus, if it's in a corridor that can be hint/areaportal'd then you shouldn't worry about game rendering impact either.