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func_door_rotating


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#1 Martin Thompson

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Posted 10 July 2011 - 01:24 PM

Hey, just a question about the func_door_rotating.

In the description, it lists that you can check the TOGGLE spawnflag
for it to be able to be togaalable by a func_usable or such. The spawnflag
however isnt availalbe. How can i get a toggalable func_door_rotating?

BTW, I'm making this map for RPG-X 8.1, so i cant use any of the RPG-X EF entities. I might just have the wrong hmentities.def for my GTK.

GSI, maybe you know which is the correct .def file for 8.1? (The last rpg-x version to work with Vanilla, ioEF and ioCow)

#2 Harry Young

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Posted 10 July 2011 - 01:27 PM

Yeah, the def is incorrect. To have it move on toggle set 'wait' to '-1'. Else it is just like another door toggled by target --> targetname relationship

#3 GSIO01

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Posted 10 July 2011 - 05:46 PM

Yes Harry is right. wait with value -1 will result in toggleable doors.

#4 Martin Thompson

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Posted 10 July 2011 - 08:13 PM

Alright, thanks, I suspected it already from stuff i read around the forums but i wasnt really sure if that was true for rotating doors.
So i just set wait to -1 and target it with a trigger_usable?

#5 Harry Young

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Posted 10 July 2011 - 08:27 PM

Well... trigger_usable migth be a bad Idea ^^ but yes, that is the way to go.

#6 Martin Thompson

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Posted 10 July 2011 - 08:28 PM

alright, thats working now, but i got another problem, some screenshots might make that clear:

Posted Image
Posted Image

A portal surface is applied with a camera. It works, but only if i look at it from wierd angles. Any ideas?

I already know how to "fix" this with a "hack" but id rather not use more entities then i need.

#7 Harry Young

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Posted 10 July 2011 - 08:55 PM

Yeah, I had that as well. It depends on the Position of misc_portal_surface to the Portal-surface and the Camera-direction. I suggest you try around a bit with that.

On the other hand I'd be interested in that fix of yours.

#8 Martin Thompson

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Posted 10 July 2011 - 08:58 PM

The fix is really dirty basically, i had this in mind:

In stead of the face of the brush that has the portal, put a black texture in. Then take
a patch and place it where the face of the brush is when the screen is
"out". Then when triggering the screen, trigger the patch as a function usable
after the screen has rotated. Ofc youd need to have a portal texture with the
decall keyword in the shader so you dont get z-fighting with the patch that has the portal on it.

#9 Harry Young

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Posted 10 July 2011 - 08:59 PM

ah, okay, I understand that.

#10 Martin Thompson

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Posted 11 July 2011 - 10:57 AM

BTW, why would func_usable be a bad idea? Is there somethign better?

#11 Harry Young

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Posted 11 July 2011 - 11:10 AM

Take another close look at what you wrote and you'll understant the joke ^^

#12 Martin Thompson

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Posted 11 July 2011 - 04:10 PM

Ah yeah lol, my bad :P

#13 Martin Thompson

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Posted 11 July 2011 - 04:37 PM

Alright so yeah, partial got that working now.

I want to extend the system to handle multiple cams.
Now, in the description of the misc_portal_portal it says:

targetname - When used, cycles to the next misc_portal_camera it's targeted

Now, 2 questions:

1: Do all the misc_portal_camera that are targeted need to have the same name (for instance 2 misc_portal_camera with the targetname Cam) or do i need to use target, target2, target 3 etc.

2: When i use the entity, the screens start flickering back and forwards really fast. How do i fix that?

And another question:

Is it possible for a func_usable to be disabled from using, so that when you press use while targetting it that it doesn't get used, but only when
it gets triggered by another entity?

#14 Harry Young

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Posted 11 July 2011 - 04:53 PM

On the camera: All Cameras need the same Targetname and - as described - get cycled in creation-order. To disable flickering you also need to set the wait-value to a redicoulously high number.

On the other issue I am not sure wich of the following you mean. If your Usable dedicated to a visible effect (like alert-lights) set 'team' to '2'. If the usable is dedicated to a system and only meant to be used in specific cases you can either cover it with another caulk-ed usable or give your Usable a targetname2 and have it be targeted by a target_deactivate.

#15 Martin Thompson

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Posted 11 July 2011 - 06:35 PM

Thanks for the answers, i already figured it out myself though ;)

I have all cameras now the same targetname, that works.
The wait value is set to a day, so no problem during rp's there :P. I tried setting it to -1,
but then it flickers after the first time u use it, but now it works.

As for the usable, i covered the entire screen with a func_usable that is used to toggle between views. This way the screen brush usable isn't ever used so the system doesn't bug.

I made a vid of it, it's working pretty sexy now, thanks for you help!


#16 Harry Young

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Posted 11 July 2011 - 06:44 PM

Looks very nice ^^



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