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func_door_rotating


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Cheap_Suit
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Join Date: May 2004
Old 12-13-2005 , 21:18   func_door_rotating
Reply With Quote #1

1. I want to lock a door, so player's wont be able to open it. Would this work?

Code:
register_forward(FM_Think, "fw_entitythink", 0) public fw_entitythink(ent) {     if(g_DoorLocked[ent]) return FMRES_SUPERCEDE     return FMRES_IGNORED }
The code is shorten. I just want to know if FMRES_SUPERCEDE would stop it from rotating.

2. I want to make a door not solid, so player's can go through it. Would this work?
Code:
entity_get_edict(ent, SOLID_NOT)
Im asking because in Ryan's Breakable door plugin, he move the door to another origin so player's can go through.
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Twilight Suzuka
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Join Date: Jul 2004
Location: CS lab
Old 12-13-2005 , 21:41  
Reply With Quote #2

A lot of inground entities don't think in ways we can catch.
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Ingram
Veteran Member
Join Date: May 2004
Old 12-13-2005 , 22:04  
Reply With Quote #3

i've never tried this, so there are just some ideas

1. change the door to a func_wall, then change it back or set the "speed" to 0
2. i know that setting a player to SOLID_NOT allows other players to walk through them, it would probably have the same effect on a regular ent. If not set the absmax and absmin to 0 (or the mins or maxs), i think one of them determines the actual part the player hits.
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XxAvalanchexX
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Join Date: Oct 2004
Location: abort73.com
Old 12-14-2005 , 01:12  
Reply With Quote #4

1. Use register_touch and catch player and func_door(_rotating). If the door shouldn't be opened, return PLUGIN_HANDLED, if not return PLUGIN_CONTINUE. The only exception is on button doors.

2. The proper way would be this:

Code:
entity_set_int(ent, EV_INT_solid, SOLID_NOT);

But it still may not work as you expect.
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Cheap_Suit
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Join Date: May 2004
Old 12-14-2005 , 03:57  
Reply With Quote #5

Thank for the info. I will try them
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