[Fixed] func_door_rotating problem
Quote from sampo on May 6, 2011, 2:46 amI've been working on a co-op map lately.
Managed to fix the problems i got myself.
But this... this door is cursedhttp://i1212.photobucket.com/albums/cc4 ... tating.jpg
There's a button that opens the func_door_rotating.
When it's closed the door is against the wall
When it's open the door is like on the screenshot.
But whenever a player is standing on it, it won't close.
(testing it in singleplayer btw but that shouldn't make any difference)
This way the player has all the time of the world instead of the couple of seconds it should be.What am i doing wrong?
I've been working on a co-op map lately.
Managed to fix the problems i got myself.
But this... this door is cursed
http://i1212.photobucket.com/albums/cc4 ... tating.jpg
There's a button that opens the func_door_rotating.
When it's closed the door is against the wall
When it's open the door is like on the screenshot.
But whenever a player is standing on it, it won't close.
(testing it in singleplayer btw but that shouldn't make any difference)
This way the player has all the time of the world instead of the couple of seconds it should be.
What am i doing wrong?
Quote from msleeper on May 6, 2011, 3:35 amWhat flags are set on the entity? Do you get this behavior when you don't use a prefab? (Seriously, prefabs are bad.)
What flags are set on the entity? Do you get this behavior when you don't use a prefab? (Seriously, prefabs are bad.)
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
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Quote from sampo on May 6, 2011, 3:50 amY Axis and Door Silent
And here's the other list http://i1212.photobucket.com/albums/cc4 ... apture.jpgI created it myself btw and after that made a prefab of it
Also what exactly is wrong with prefabs? me and a friend made some for ourself.
And we never experienced any problems with them.
But if their really that bad i guess we can aswell put the stuff in groups in a big map.
Y Axis and Door Silent
And here's the other list http://i1212.photobucket.com/albums/cc4 ... apture.jpg
I created it myself btw and after that made a prefab of it
Also what exactly is wrong with prefabs? me and a friend made some for ourself.
And we never experienced any problems with them.
But if their really that bad i guess we can aswell put the stuff in groups in a big map.
Quote from msleeper on May 6, 2011, 4:08 amIn the console type "developer 3" (or maybe it's developer 4) to enable verbose I/O output. It should tell you exactly what the I/O system is doing when you try and close the door. You might be getting an I/O error of some type, or possibly it's not firing.
The problem with prefabs - less in the sense of what you are doing, and more the people who download every prefab they find and just drop them into their map - is that you don't learn how things work. So when something breaks, you have no idea how to fix it.
In the console type "developer 3" (or maybe it's developer 4) to enable verbose I/O output. It should tell you exactly what the I/O system is doing when you try and close the door. You might be getting an I/O error of some type, or possibly it's not firing.
The problem with prefabs - less in the sense of what you are doing, and more the people who download every prefab they find and just drop them into their map - is that you don't learn how things work. So when something breaks, you have no idea how to fix it.
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from sampo on May 6, 2011, 7:29 amNice tip btw "developer 3" did show up the problem.
(41.05) input : button3.Use()
(41.13) output: (prop_button,button3) -> (safezone,Open)()
(41.13) input button3: safezone.Open()
Blocked by player on train!
Blocked by player on train!
Blocked etc.Although i still have no idea how to fix..
I'll try to look in some official co-op map how they did it.
edit: Might have found it. they enable a clip floor when door is fully open/close
that would mean you are not standing on the func_door_rotating as soon as it wants to move.As for the prefabs:
Ah already got scared there was a bug with prefabs :p
But yea we 2 make our own prefabs of stuff we both know to make so we don't have to make them all over again every time.Edit [fixed]
Made a brush [clip] just above the door where u stand on.
added this to the func_door_rotating:
OnFullyClosed clipbrush Disable 0.00
OnClose clipbrush Enable 0.20
(as my door starts open (flags))Also thanks msleeper for helping
Nice tip btw "developer 3" did show up the problem.
(41.05) input : button3.Use()
(41.13) output: (prop_button,button3) -> (safezone,Open)()
(41.13) input button3: safezone.Open()
Blocked by player on train!
Blocked by player on train!
Blocked etc.
Although i still have no idea how to fix..
I'll try to look in some official co-op map how they did it.
edit: Might have found it. they enable a clip floor when door is fully open/close
that would mean you are not standing on the func_door_rotating as soon as it wants to move.
As for the prefabs:
Ah already got scared there was a bug with prefabs :p
But yea we 2 make our own prefabs of stuff we both know to make so we don't have to make them all over again every time.
Edit [fixed]
Made a brush [clip] just above the door where u stand on.
added this to the func_door_rotating:
OnFullyClosed clipbrush Disable 0.00
OnClose clipbrush Enable 0.20
(as my door starts open (flags))
Also thanks msleeper for helping