Shoot trigger, open door

Discussion in 'Mapping Questions & Discussion' started by Jayden, Aug 19, 2010.

  1. Jayden

    Jayden L1: Registered

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    I'd like to create an object/trigger, where when the object is shot/melee'd, it opens a door. If anyone can point me in the right direction, it'd be greatly appreciated.
     
  2. alecom

    alecom L8: Fancy Shmancy Member

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    func_breakable.
    strength 0

    output OnTakeDamage -> door Open
     
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  3. Terr

    aa Terr Cranky Coder

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    You may also want to use a damage filter, so that it has to be broken by a particular type of damage. (Bullets instead of flame, etc.)
     
  4. Seba

    aa Seba DR. BIG FUCKER, PHD

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    I thought that flames don't damage any type of func_breakable?
     
  5. Jayden

    Jayden L1: Registered

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    Jolly good, now what about closing after a certain period of time?
     
  6. alecom

    alecom L8: Fancy Shmancy Member

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    Have the func_breakable send an output to the door telling it to close. Just use the Delay box, for however long you want it to stay open for.
     
  7. tovilovan

    tovilovan L6: Sharp Member

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    Bad idea. If you do this, the door will close after this delay, ignoring any players standing there, which will make them stuck.
     
  8. alecom

    alecom L8: Fancy Shmancy Member

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    It depends if the func_door has Force Closed set.
     
  9. Terr

    aa Terr Cranky Coder

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    I think it depends on the mod. Using a damage filter probably isn't worth much in TF2.
     
  10. nik

    nik L12: Fabulous Member

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    func_button..?
     
  11. Jayden

    Jayden L1: Registered

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    welp, theory could be wrong, or I could be doing it wrong. Created a brush around the entity I wanted shot at, material is trigger, changed the material type (so it will sound metalic when shot), set Render mode to none, strength 0, added the outputs...and I get nothing. Gonna mess around with it s'more now
     
  12. alecom

    alecom L8: Fancy Shmancy Member

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    What the.. just make the thing being shot the func_breakable.
     
  13. Jayden

    Jayden L1: Registered

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    The thing being shot is a prop_static
     
  14. alecom

    alecom L8: Fancy Shmancy Member

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    In that case, make it a prop_dynamic instead, and use its OnTakeDamage output