DoorMod Question
If I had a basic DoorMod that lets the user open/close lock/unlock doors, would there be a way to check to see if the door is in its open state so that a user can't lock a door while it's open? I was looking through the entity keys in Engine and I couldn't find anything.
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Re: DoorMod Question
locking unlocked doors that cannot be locked by the map itself can not
be locked by amxx without creating a multisource entity. create a multisource with any name and set the master of the door entity to that name, too. If the door is locked then, it works, else try triggering the multisource but that requires a player in game which can be a big disadvantage in same cases but not in this I think just use the players id who is triggering that then. if it still does not work the answer is "no", because then you know that the way of working of multisource entities is written into map on compile and creating such with amxx is probably impossible and that then might be because multisource entity is bound together with other entities that can trigger it so triggering it via amxx using any way might crash or you make an entity that triggers the multisource and temporarily removes entities that can trigger the multisource just try around. |
Re: DoorMod Question
What does that have to do with checking if a door is open?
I would save each door's origin on map load. To check if it is open, see if its current origin differs from its original. You will also have to take into account the Start Open spawnflag (1) for func_door's. |
Re: DoorMod Question
Good idea. I'll try that. Thanks Avalanche.
I would +karma but I havn't spread enough around. :( |
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