Door with condition

Discussion in 'Mapping Questions & Discussion' started by h3r1n6, Oct 23, 2009.

  1. h3r1n6

    h3r1n6 L4: Comfortable Member

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    Hi,

    I want to make a door, that opens when a player gets near. This door needs to have a condition, that 2 specific control points are in possession of the players team.

    This is for a cyclic control point map. So there is A, B, C and D as control points.

    So the door, which is a shortcut between A and B, should only open for the players of the team that has A and B. Same goes for the other points.

    How can I make such a door?


    Edit:
    A door that doesn't open on players touching them, but just opens when one of the teams has both might work too and even has some advantages. So if opening on it on touch with this condition doesn't work, this is fine too.
     
    Last edited: Oct 23, 2009
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Make a filter_activator_tfteam for each CP and set the associated CP setting. Make a filter_multi for each door and specify the two CP filters.
     
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  3. h3r1n6

    h3r1n6 L4: Comfortable Member

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    How exactly do I have to do that? I can't seem to get it to work.
     
  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Uh, not sure what you are having trouble with. I assume you know how to make filters? filter_multi can combine other filters, so you are using one for each door that combines the two cp-based filters, so the player has to pass both of them for the door to open.
    Are you using a trigger_multiple to open the door? That's where you should specify the filter_multi for the door.
     
  5. h3r1n6

    h3r1n6 L4: Comfortable Member

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    I have the activator_filter_tfteam for each control point, and set them to team any.

    Then I have the filter_multi, where I put the 2 names of the relevant cps, like you said. The door opens with a trigger_multiple, and I put the name of the trigger_multiple into the doors "Filter Name" attriubute. However, the door does not open during the round, even if the condition is met.

    The door itself is not broken though, since it opens for the winning team when the round is over.
     
  6. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    no no D: that's all wrong.

    filter_activator_tfteam has a setting for "Associated Control Point" set THAT to the name of the CP.
    In the filter_multi you set the names of two filter_activator_tfteam
    On the trigger_multiple you set the filter name to the filter_multi
    The door shouldn't have any filters, because the trigger sends the door outputs to open and close.
     
  7. h3r1n6

    h3r1n6 L4: Comfortable Member

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    Sorry for describing it so poorly, I apparently mixed everything up while writing it. But what you have said is exactly what I have done, and the doors never open.

    The only way which I get the doors to open is if I leave the filter_multi out of the trigger_multiple, which eliminates the condition, but shows that the doors work.
     
  8. Lancey

    aa Lancey Currently On: ?????

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    Do you have the outputs set for your door?
     
  9. h3r1n6

    h3r1n6 L4: Comfortable Member

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    On the trigger_multiple? If so, yes, the doors work without the filters.
     
  10. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    hum. I'll have a look later and do it myself. Maybe there is something I'm overlooking or it doesn't work when it should.
     
  11. h3r1n6

    h3r1n6 L4: Comfortable Member

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    Well, thanks.

    It isn't urgent, I still have a lot of work to do on the basic layout anyway.
     
  12. h3r1n6

    h3r1n6 L4: Comfortable Member

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    Bump, I am still searching for a solution.
     
  13. h3r1n6

    h3r1n6 L4: Comfortable Member

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    I've solved it differently. The doors now stay open, when a team owns the two control points and closes, when each team owns one of them.
    Leaving the doors open gives the player better visual feedback of if they can go through (and it works :D)

    What I have done is create a math counter for each door, min 0, max 2, if blue caps one of the point, +1 on the counter, if red captures one -1. Capturing a point closes it, then adds or substracts 1 and then OnHitMax or OnHitMin events open the door in case of the counter being 0 or 2.