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does anyone know how to make a bullet trigger sliding door?

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    does anyone know how to make a bullet trigger sliding door?

    just like those doors of q3, can be triggered by bullets and pawns
    i can make an auto_open sliding door, which is triggered by pawns, that's good but not enough, i dunno how to make it also be triggered by bullets
    btw, when triggered by bullets, its state should looks like trigger open timed

    #2
    you have to attach a tiger to the buletts before you shot them and follow it ,make sure it stays on the bulettos ,when it gets to the door jump fron of it so the door will open and your bluetts are free to go....

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      #3
      It's yer door trigger.
      I forget what the exact setting is - but I used them in my remake of Pressure to trigger the chamber doors.

      You can find it on ut2003hq.

      Have phun.
      -=sneak

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        #4
        Curse3 Amp Door

        You should be able to take a look at DM-Curse3 in the editor and see how it was done for the door covering the damage amplifier.

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          #5
          Make a door....make a trigger.

          In the trigger properties.....change Trigger Type to TT Shoot.



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            #6
            Originally posted by ultramegaporn
            you have to attach a tiger to the buletts before you shot them and follow it ,make sure it stays on the bulettos ,when it gets to the door jump fron of it so the door will open and your bluetts are free to go....
            can't catch what you said

            Originally posted by sneaky_usb
            It's yer door trigger.
            I forget what the exact setting is - but I used them in my remake of Pressure to trigger the chamber doors.

            You can find it on ut2003hq.

            Have phun.
            -=sneak
            thx, but that's not the same as q3' door, in q3, when you stand close to the door, it will always open

            Originally posted by Raptor2113
            You should be able to take a look at DM-Curse3 in the editor and see how it was done for the door covering the damage amplifier.
            i know that, but that's not what i want, the door keeps trying to close when i stand under it
            plz check q3, for example , pro-tourney4
            i just need a door when player stands there, it keeps open, and will be closed after player leave, and also i can use weapon to open it

            Originally posted by Fecal Marmaset
            Make a door....make a trigger.

            In the trigger properties.....change Trigger Type to TT Shoot.



            but the door can't react to pawns:sour:

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              #7
              Clarification?

              Alright, let's establish exactly what you're looking for. For the record, I don't know what q3 is. If you're referring to Quake 3, I never played it. So, you're looking for a door that acts like any other regular door (i.e. opens and closes based on player proximity), but can also be opened by gunfire?

              Forgive me if this is repetitive, I just want to be sure I know what you're trying to get at.

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                #8

                ok,
                1) player and npc proximity
                2) the door will automaticlly open before you/bot hit it
                3) the door will automaticlly close after you have left
                4) the door is always open when you stand close to it
                5) the door can be opened by gunfire, any kind of gunfire
                6) the door will stay open for a while when it is triggered by gunfire

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                  #9
                  2 triggers.







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                    #10
                    in the door-mover properties there is a bumpevent (mover) and a setting for the type of this event. You can use this event to let the door open when you shoot it (bumptype=anybump). Just let the doors tag be it's own bumpevent. The door will trigger itself when being shot.

                    For the players that come along place triggers next to both sides of the door that fires the same event you used for the bumpevent. Tweak the collision radius if necessary.

                    I doubt you can let the door stay open when a player stands next to the door and let it be timed when you shoot it. The door has only one setting. In your case it should be TriggerOpenTimed (object) That means it opens and closes after a specific time. If a player is in it's way it will reopen by default.

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                      #11
                      I'll be home an hour after this post. I'll make an example, and test it.




                      Comment


                        #12
                        Originally posted by Fecal Marmaset
                        I'll be home an hour after this post. I'll make an example, and test it.





                        thx u very much, if that works, could u give me the test map

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                          #13
                          Originally posted by S-Dot
                          in the door-mover properties there is a bumpevent (mover) and a setting for the type of this event. You can use this event to let the door open when you shoot it (bumptype=anybump). Just let the doors tag be it's own bumpevent. The door will trigger itself when being shot.

                          For the players that come along place triggers next to both sides of the door that fires the same event you used for the bumpevent. Tweak the collision radius if necessary.

                          I doubt you can let the door stay open when a player stands next to the door and let it be timed when you shoot it. The door has only one setting. In your case it should be TriggerOpenTimed (object) That means it opens and closes after a specific time. If a player is in it's way it will reopen by default.
                          sounds nice, but the main problem is the mover can have only one initial state, if i set it to be trigger_open_timed, then the door won't always be open when i stand next to it, any kind of open_timed result in that. if i set the mover to be trigger_control, it's ok for player/npc now, but it will never be closed if i use gunfire open it
                          use 2 triggers seems can't solve the problem, cuz that just send 2 unreal events to the same mover, but the mover's state never changed
                          :sour:
                          can we use scriptsequence or something like that to make such a door?

                          Comment


                            #14
                            I can understand the trouble you're having, from the test I did,
                            A shoot-triggered mover should be possible to close again.

                            I checked out the "easter egg" in Asbestos. It's a trigger and a mover, with a "counter" between them. Not to sure how the counter works.....but it may be a step in the right direction.


                            Good luck.




                            Comment


                              #15
                              just an idea: you could use a volume to trigger the door. Volumes are sending touch and untouch-Events afaik. Maybe even bullets entering the volume will send the event. But it's only a guess and just an idea...

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