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-   -   Force func_door to move (https://forums.alliedmods.net/showthread.php?t=101093)

Sn!ff3r 08-20-2009 17:37

Force func_door to move
 
As title, I need to force all func_door doors to move, like closed rooms in jail maps.

How to do it?

I know I can use ham_use to force press all buttons on the map to open the doors, but this is really... lame.

xPaw 08-20-2009 17:40

Re: Force func_door_rotating to move
 
force_use ?

Alka 08-20-2009 17:45

Re: Force func_door_rotating to move
 
Quote:

Originally Posted by Valve Developer Community
func_door_rotating KeyValues:
  • Flags
1 : Starts Open - This door spawns open.


xPaw 08-20-2009 17:50

Re: Force func_door_rotating to move
 
@Alka: that doesnt make sense, he just wants to open door

Sn!ff3r 08-20-2009 18:05

Re: Force func_door_rotating to move
 
Oh, I really nevermind about engine module. I'll try it.

Exolent[jNr] 08-20-2009 18:10

Re: Force func_door_rotating to move
 
Don't have to use engine.
Could've used DLLFunc_Use.

Sn!ff3r 08-20-2009 18:17

Re: Force func_door_rotating to move
 
Oh, thanks. But not works... because to open this door I must press button, not use this door. Any suggestions?

Exolent[jNr] 08-20-2009 18:18

Re: Force func_door_rotating to move
 
force use the button. lol

Bad_Bud 08-20-2009 18:31

Re: Force func_door_rotating to move
 
You can force use the button or the door, just make sure you get the door's entityid. It works regardless of being tied to the button, because the button is tied to the door, not the other way around. A door has no idea if a button could open it or not (buttons have a target field, but it's not like a door has a "targetted by" field) -- I'm pretty sure a button is just a shotcut to a force_use (button uses door) within the half-life engine.

Exolent[jNr] 08-20-2009 18:40

Re: Force func_door_rotating to move
 
Quote:

Originally Posted by Bad_Bud (Post 907261)
You can force use the button or the door, just make sure you get the door's entityid. It works regardless of being tied to the button, because the button is tied to the door, not the other way around. A door has no idea if a button could open it or not (buttons have a target field, but it's not like a door has a "targetted by" field) -- I'm pretty sure a button is just a shotcut to a force_use (button uses door) within the half-life engine.

All entities have a "targetname" field which is the targetted entity's unique name that is used in the targeting entity's "target" field.


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