How do I open two doors with one output?

Discussion in 'Mapping Questions & Discussion' started by lukechalfant, Jul 27, 2010.

  1. lukechalfant

    lukechalfant L1: Registered

    Messages:
    12
    Positive Ratings:
    0
    I'm trying to make the sliding doors from 2fort so I went into the vmf to see how it was originally done. There are the two doors which are func_doors and they are named door_blue1_1_left and door_blue1_1_right. And then there is a trigger_multiple to trigger them. But in the outputs for the trigger there is only one open and one close, both for the left door. For the target entity name though there is an asterisk, like this: door_blue1_1_left*. And it is in red text. It shows no outputs for the right door but the right door has inputs.

    Just wondering how you name two targets in one output.
     
  2. honeymustard

    honeymustard L9: Fashionable Member

    Messages:
    698
    Positive Ratings:
    273
    It should be something like:

    Door_1
    Door_2

    Open Door_*

    * is a wildcard basically.
     
    • Thanks Thanks x 1
  3. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,215
    I believe (without even looking) that the trigger was actually called door_blue1_1_*, not door_blue1_1_left*. The asterisk is used to refer to all entities that start with "door_blue1_1_".
     
    • Thanks Thanks x 1
  4. Terr

    aa Terr Cranky Coder

    Messages:
    1,591
    Positive Ratings:
    405
    Personally I'd prefer to use Logic_relay entity to kick off multiple outputs.
     
    • Thanks Thanks x 1
    Last edited: Jul 27, 2010
  5. Ravidge

    aa Ravidge Grand Vizier

    Messages:
    1,544
    Positive Ratings:
    2,492
    You can use the wildcard (*) as explained above. It will always show as a broken output, the red arrow thing though.

    However, the easier method is to just name both the left and right door the same (like blue_1_1). There is no rule to names being unique, so it works fine to just send a single output that affects several entities with the same name.
     
    • Thanks Thanks x 1
  6. lukechalfant

    lukechalfant L1: Registered

    Messages:
    12
    Positive Ratings:
    0
    Thanks for all of the answers.

    New problem: I don't know what to set MoveDirection to. I don't get the whole Pitch Yaw Roll thing. I can't tell which direction is which.

    Currently my left door is set to 0 0 90. And it moves left. I got lucky somehow when I guessed.

    My first guess for the right door was 0 0 -90 but that made it move the same direction.
    So I tried 0 0 -270, yet it still moves left along with the left door.

    They aren't parented to each other. Their directions are set to different values yet they move the same.

    Side problem:
    Whenever I'm running a map by myself. Any map, I've tried it with more than a few. As I walk, I stay at the same altitude even when I walk off buildings. I just keep walking through air as if there is something there.
    If I press jump, about 1 second later I fall down to actual ground level. If I try to walk up stairs or something I walk right through them. If I press jump, about a second later I magically appear on top of them.

    Everything runs fine when I'm actually in a game on a server. And every once in awhile it works fine by myself but it seems random. I haven't noticed any patterns.
     
  7. Draco18s

    Draco18s L9: Fashionable Member

    Messages:
    622
    Positive Ratings:
    136
    I haven't quite figured it out yet either, but the directions are absolute not relative. That is, 0 0 90 will always move the door to the North of the map in hammer (note: made that up), so it might appear that the doors are opening in opposite directions. If you rotate a door 180 degrees and leave it's open direction as the same value, then it won't have changed at all.

    This is why I use "point at." I point the way I want the door the move as accurately as I can, then modify the values to be to the closest 90.
     
  8. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,527
    Use the little angle compass dialog to set the move direction, it is relative to the top view.

    Ravidge was right in that you can name them the same thing, but most of the time the actual door will be invisible with a prop parented to it, in which case you need unique door names.

    Using a relay for something as simple as doors would be folly.
     
  9. theharribokid

    aa theharribokid

    Messages:
    867
    Positive Ratings:
    806
    Sorry, I dont want to side track your thread but i get this exact same problem too but its allways this way if i use the create server button, the offline practice works fine though. If anyone could give any ideas to fix this it be really appreciated
     
  10. lukechalfant

    lukechalfant L1: Registered

    Messages:
    12
    Positive Ratings:
    0
    "point at" doesn't seem to do anything. Maybe I just need to re-load hammer. I've used it before and it worked but now it isn't changing the value. :(

    By all means, if that's sidetracking, do it. I'd like to be able to test maps properly. ;) Anyone know what we're talking about?
     
  11. lukechalfant

    lukechalfant L1: Registered

    Messages:
    12
    Positive Ratings:
    0
    The little 3 lines that are red, green and blue? And is it red X, green Y, blue Z?
     
  12. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,527
    I mean this:
    [​IMG]
     
    • Thanks Thanks x 1
  13. lukechalfant

    lukechalfant L1: Registered

    Messages:
    12
    Positive Ratings:
    0
    Okay that makes a lot more sense now. Thanks.
     
  14. Ninjilla

    Ninjilla L7: Fancy Member

    Messages:
    445
    Positive Ratings:
    55
    I just name the doors separate names, and use the trigger_multiple outputs to open them both at the same time.