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Opening door trigger movement?


Springheel

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I have a safe door with a bar on it. I'd like the bar part to slide over when the door is opened, and slide back after it's closed.

 

How do I accomplish this? I had it set to be a door at one point, which sort of worked. But that causes a weird problem where an AI tries to open it even though his path doesn't take him anywhere near it. To solve the problem I need it not to be a door entity.

 

Isn't there any other kind of entity that a door can target that will cause it to move when the door is opened?

post-9-0-82457900-1478958635_thumb.jpg

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That seemed worth a shot, but putting "AIUSE" "-" on it didn't fix the problem.

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Why don't you turn it into a func_mover? This allows you full control over it's movement, but ai doesn't react to it.

 

AI_USE was my first thought, too. But if this isn't working than there are probably one or more spawnargs telling the ai to handle it like a door.

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Why don't you turn it into a func_mover? This allows you full control over it's movement, but ai doesn't react to it.

 

 

I don't know how to sync the movement of a func_mover to a door.

 

VanishedOne's suggestion may have worked. I'll have to test further but the AI seems to be pathfinding properly atm.

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safe_door_lever:

"target1" "trigger_count_opening"

"target2" "trigger_count_closing"

"move_time" "4"

"trigger_on_open" "1"

"trigger_on_close" "1"

"trigger_when_opened" "0"

"interruptable" "0"

 

 

safe_bar:

"move_time" "1"

"frobable" "0"

 

 

safe_door:

"move_time" "3"

"frobable" "0"

 

 

trigger_count _opening:

"target1" "safe_bar"

"target2" "trigger_relay_open"

"count" "2"

"repeat" "1"

 

 

trigger_count _closing:

"target1" "safe_door"

"target2" "trigger_relay_close"

"count" "2"

"repeat" "1"

 

 

trigger_relay_open:

"delay" "1"

"target1" "safe_door"

 

 

trigger_relay_close:

"delay" "3"

"target1" "safe_bar"

 

 

"trigger_count_opening" have to be triggered earlier in game once (i.e. by worldspawn: "target" "trigger_count_opening").

Edited by ERH+

S2wtMNl.gif

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I don't know how to sync the movement of a func_mover to a door.

 

VanishedOne's suggestion may have worked. I'll have to test further but the AI seems to be pathfinding properly atm.

 

Make sure you also test when the bar is open.

 

That spawnarg is used during door handling, and if the door is open enough for an AI to walk through, the AI can safely ignore the setting of that spawnarg. In other words, he doesn't need to handle it in order to get to the other side.

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So removing the visual stim might work?!

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Couldn't you use the same method to open a secret door? ie slide bookcase, then open door.

 

Like this example by +ERH

 

https://1drv.ms/u/s!Aj1DVS465udZgS8GyCPIx7GWGOa_

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  • 3 weeks later...

Well, the previous method of making the bar a door had problems, as it turned out...if you frobbed the safe door mid-swing you could get the bar and door out of sync.

 

Now I'm on the search for another solution. I'm close--I've turned the bar into a atdm:switch_translate_lever, and it does almost exactly what I want it to do and can't be interrupted. Problem is, the bar can't slide over fast enough before the door opens, so it clearly clips through the metal clips holding it in place.

 

Anyone know of a way that I can delay the movement of the door for about half a second after it's frobbed? That would give the bar time to move over and everything will look the way it's supposed to.

 

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I had that same problem with a safe in my WIP and how I solved it (with the help of some forum members of course) is by adding a custom script into the base tdm_movers_script that has a delay.

 

The way it's set up is a little duct tape engineering but it does work. I can send you the method I have setup if you would like but I really recommend we implement a new mover entity like mover_door_delay or a delay spawnarg to the existing would be good too.

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Well, the previous method of making the bar a door had problems, as it turned out...if you frobbed the safe door mid-swing you could get the bar and door out of sync.

 

Anyone know of a way that I can delay the movement of the door for about half a second after it's frobbed? That would give the bar time to move over and everything will look the way it's supposed to.

 

Both of these problems were addressed in my design.

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Both of these problems were addressed in my design.

 

I assume so. But since it didn't work for me I went looking for something that did.

 

edit: hopefully it comes down to the auto-open menu setting.

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