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shooting door

Posted: August 30th, 2005, 1:48 am
by Hamster
ya i like doors sow i make them as much as possible, but if you know that someone is behind it, you can just fire at will because it does not stop the bullets :d sow can you pleas tell me how i can make my doors bullet proof pleas

Posted: August 30th, 2005, 2:14 am
by MuRpHy*
well, try makin 2 of them .. that would be one idea, or change the texture, play around with it a bit and see what you can come up with :P

Posted: August 30th, 2005, 10:57 am
by Guest
mm i can try that, but wot do you think about it drofder, i really find it sow stupid that you can shoot true it :d:d:d

Posted: August 30th, 2005, 10:58 am
by Hamster
sorry wos not logged in :D

Posted: August 30th, 2005, 11:21 am
by Dan2k3k4
theres one map that has opening doors that are fully solid so bullets dont go through it but I cant remember what map that is atm lol :( :oops:

Posted: August 30th, 2005, 12:36 pm
by MuRpHy*
wasnt it jm plazma at the spot where you open the door and jump down like a million units. hmm, il look around hamster and see what i can come up with for ya

Posted: August 30th, 2005, 1:05 pm
by Soviet
are you able to shoot through the door on the last bit of leap-of-faith?

:d

Posted: August 30th, 2005, 5:15 pm
by Hamster
you can shoot true every from the wall, from the left to the right, the middle, from up to down, and it does not look nice then.

Posted: August 30th, 2005, 10:28 pm
by Drofder2004
Ok, simple answer = Scripting.

If you make ANYTHING a script_door (or whatever that shite function is called) then it becomes non-solid to bullets.

I have posted a tutorial (or a script) somehwere....

This is basically the code you want, you will have to play with it to get it perfect.
and this was found suing the search function (searching doors).

If you do not understand it, post again and I will try and get a better step-by-step guide (but please try, and dont expect me to just 'give' you the scripting).
I have made the things you will need to change in bold, and the things you will want to delete in italics.

The Professional Way (Scripted).

Map
-Make the door and the hinge (origin brush).
-Select both and right click. then choose script<Brushmodel
-Press n to open entity window
Add these values
Key - Targetname
Value - <doorname_#> (This can be anything, but to easily know which oor you are scripting, this format is the best. For eaxmple: FactoryDoor_01)
-Make a trigger infront of the door (This can be motion detected or Use key activated)
-Select the trigger and right click. Choose Trigger<Multiple or Trigger<Use (Multiple is the motion and use is for the use key to activate)
-Press n to open the entity window and enter these values
Key - Targetname
Value - Trig_<doorname_#> (Example: Trig_FactoryDoor_01)
-Save map and compile (No, thats not the end Razz)

Scripting
This will be how your scripting will look, with some help...

//------------------------------------------//
//-------------Main Scripting-------------//
//------------------------------------------//

Main () //Always start scripting with this
{
thread Factory_Doors; //This will tell the script to run these threads (you can have more than 1)
}

Factory_Doors () //This is the thread called from above
{
FactDoor_01 = getent ("<doorname_#>","targetname"); //This gives the door a script reference
Trig_FactDoor_01 = getent ("Trig_<doorname_#>","targetname"); //This give the trigger a reference
while (1) [/i]//This makes the thread repeat when ti gets to the end.[/i]
{
Trig_FactDoor_01 waittill ("Trigger"); //Tells the trigger to wait until activated before performing next actions
FactDoor_01 rotateto ((0, 0, 90), 1); // This will make the door rotate 90 degrees on its Z-Axis from its origin (the 1 is seconds)
FactDoor_01 waittill ("rotatedone"); //Tells the script to wait until the rotation is completed
wait (5); //Tells the script to pause for 5 seconds
FactDoor_01 rotateto ((0, 0, 0), 1); //Rotates door back to original position
FactDoor_01 waittill ("rotatedone"); //Tells the script to wait for the rotation
}
}

Now save that as "<mapname>_doors.gsc" and put in the maps/mp folder
And if you havent already done so, you must make the main gsc.

This is pretty simple...
Just copy this format...
main()
{
ambientPlay("ambient_mp_carentan"); //Background Noise

maps\mp\_load::main();
maps\mp\<mapname>_doors::main(); //Loads the doors script

game["allies"] = "british";
game["axis"] = "german";

game["british_soldiertype"] = "airborne";
game["british_soldiervariation"] = "normal";
game["german_soldiertype"] = "fallschirmjagergrey";
game["german_soldiervariation"] = "normal";

game["attackers"] = "allies";
game["defenders"] = "axis";
}

Now save that as "<mapname>.gsc" and also put in the maps/mp folder
[/code]

Posted: August 31st, 2005, 12:41 am
by MuRpHy*
Now save that as "<mapname>.gsc" and also put in the maps/mp folder
[/code]
Mistype at the end :)

BTW Great explanation drofder :) your mapping skills are great :lol:

Posted: August 31st, 2005, 2:26 am
by Drofder2004
MuRpHy* wrote:
Now save that as "<mapname>.gsc" and also put in the maps/mp folder
[/code]
Mistype at the end :)

BTW Great explanation drofder :) your mapping skills are great :lol:
The [/code] thing?

I hate these forums :P When you click Code or any other, it automatically adds it to the end if you dont click it again :evil:

Posted: August 31st, 2005, 4:01 am
by MuRpHy*
lol it was a verY nice explanation man :)

Posted: October 24th, 2005, 10:01 am
by Pwn-Rikku
nice it worked for me :)
but i never use doors