[SOLVED] Difficulty with animated door props

Discussion in 'Mapping Questions & Discussion' started by snowsquirrel, Mar 16, 2017.

  1. snowsquirrel

    snowsquirrel L3: Member

    Messages:
    112
    Positive Ratings:
    18
    Having trouble getting an animated door prop to function properly.

    What I have tried so far:
    trigger_multiple with outputs:
    OnStartTouchAll > red_doorprop_r > SetAnimation > open
    OnEndTouchAll > red_doorprop_r > SetAnimation > close
    When I compile, the door does nothing. Help please!
    Thanks in advance :)
     
  2. worMatty

    aa worMatty Repacking Evangelist

    Messages:
    1,071
    Positive Ratings:
    832
    Are you using the prop_dynamic entity for your door prop? Is it the animated variety? e.g. models/props_gameplay/door_slide_small_dynamic.mdl.

    Your trigger logic is sound. Did you know you can show logic activity in the console using developer 2, and you can manually fire and modify entities using ent_fire?
     
  3. snowsquirrel

    snowsquirrel L3: Member

    Messages:
    112
    Positive Ratings:
    18
    It's a prop_dynamic
    door_slide_small_dynamic.mdl
    Wow, no I didn't know about that, will go look at that now..

    EDIT: After testing it again, it opens but doesn't close?
     
    Last edited: Mar 16, 2017
  4. worMatty

    aa worMatty Repacking Evangelist

    Messages:
    1,071
    Positive Ratings:
    832
    I think that's a safety feature. In the event that the emergency motor battery is low or dead, the door will remain open and never close, so you won't become trapped if the power cuts out.

    Joking aside, I can't think of anything else. When you inspect the logic in the console, check that there is a corresponding input to your output. The console will show the command being sent, and the target entity receiving it and performing the action on two separate lines. Have a look for any other logic going on that's not under your control that could be interfering.
     
  5. snowsquirrel

    snowsquirrel L3: Member

    Messages:
    112
    Positive Ratings:
    18
    When looking in the console, I got this:
    "(17.97) output: (trigger_multiple,) -> (red_doorprop_r,SetAnimation)(open)
    (17.97) input : red_doorprop_r.SetAnimation(open)
    (18.13) output: (trigger_multiple,) -> (red_doorprop_r,SetAnimation)(close)
    (18.15) input <NULL>: red_doorprop_r.SetAnimation(close)"

    So I guess there's something dodgy with the input part...

    EDIT: Here's an image of the input window:
    [​IMG]
    Confused now as it says "<NULL>" but the inputs seem fine to me :/

     
    Last edited: Mar 16, 2017
  6. MOCOLONI

    MOCOLONI L5: Dapper Member

    Messages:
    223
    Positive Ratings:
    53
    If I'm not wrong, the "OnStartTouchAll" output shouldn't be used if only players are supposed to trigger outputs. Try using "OnStartTouch" instead.

    *just in case: don't worry about "OnEndTouchAll", so leave it there.
     
  7. henke37

    aa henke37

    Messages:
    1,832
    Positive Ratings:
    420
    Those are fine. The All versions of the outputs only fire when the trigger zone is entirely depopulated by players.
     
  8. snowsquirrel

    snowsquirrel L3: Member

    Messages:
    112
    Positive Ratings:
    18
    Ok. I'll do some more work on it and if all fails, I'll just parent a different prop to a func_door
     
  9. worMatty

    aa worMatty Repacking Evangelist

    Messages:
    1,071
    Positive Ratings:
    832
    Try isolating the door and trigger in a separate VMF and testing that. If it still doesn't work, then if you don't mind, upload your VMF and we'll take a look.
     
  10. snowsquirrel

    snowsquirrel L3: Member

    Messages:
    112
    Positive Ratings:
    18
    Hey sorry for the late reply (wasn't working on map over weekend).
    I made a separate VMF and remade the door and worked fine. I'll try remaking my door in my actual map from scratch first to see whether there was some human error.

    EDIT: Door worked fine after being remade. Stupid me xd
     
    Last edited: Mar 19, 2017