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Force_use


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Da_sk8rboy
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Join Date: Jul 2006
Old 06-28-2007 , 05:10   Force_use
Reply With Quote #1

Alright, I was wondering, how I could force open a door.
I figured, a good way to do it is:
force_use ( user, used )
Can anyone help me, never used it before.
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P34nut
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Join Date: Feb 2006
Location: Netherlands
Old 06-28-2007 , 05:27   Re: Force_use
Reply With Quote #2

Code:
dllfunc(DLLFunc_Touch, doorent, id)
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Da_sk8rboy
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Old 06-28-2007 , 05:33   Re: Force_use
Reply With Quote #3

Could you please give me and example code on how to use this?
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P34nut
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Old 06-28-2007 , 06:01   Re: Force_use
Reply With Quote #4

What do do you want?

get the door entity number and use the line I gave you
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XxAvalanchexX
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Old 06-28-2007 , 14:39   Re: Force_use
Reply With Quote #5

If the door is a button-only door, that wouldn't do anything. You should use Ham_Use from Ham Sandwich.
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Old 06-28-2007, 14:54
Da_sk8rboy
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stupok
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Join Date: Feb 2006
Old 06-28-2007 , 15:01   Re: Force_use
Reply With Quote #6

Wouldn't dllfunc(DLLFunc_Use, ent, id) work just fine?
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XxAvalanchexX
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Old 06-28-2007 , 15:05   Re: Force_use
Reply With Quote #7

Probably.
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SpannerSpammer
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Join Date: Mar 2006
Old 07-02-2007 , 05:57   Re: Force_use
Reply With Quote #8

Call force_use with the door entity as both user and
used entities, ignore the player entity. This will force
any door to open/close.
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P34nut
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Old 07-02-2007 , 10:52   Re: Force_use
Reply With Quote #9

Quote:
Originally Posted by SpannerSpammer View Post
Call force_use with the door entity as both user and
used entities, ignore the player entity. This will force
any door to open/close.
Also the double doors in de_nuke?
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SpannerSpammer
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Join Date: Mar 2006
Old 07-03-2007 , 05:44   Re: Force_use
Reply With Quote #10

Quote:
Originally Posted by P34nut View Post
Also the double doors in de_nuke?
If they're func_door or func_door_rotating entities,
it should work.

Note: For multi-part doors, you will need to scan for all the
doors with the same targetname as the door entity you
selected and call force_use on them (excluding the
selected door entity).
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