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 Post subject: anyone make a "real life" swinging door?
PostPosted: Sun Jul 17, 2005 5:40 am 
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I downloaded & used S@TaNiC's "func_roatingdoor" file, but it doesn't produce the results i want.

I want the rotating door so that it moves when I push on it & stops moving when I stop pushing it. I thought it would be simple to do via a script & the .speed() var, but D3 tells me I'm not allowed to set that in a script. :(

Before I go off writing a script for this, does anyone know of a pre=existing script that dsoes this? I'm also thinking a md5 mesh with bones could work (like the swinging lights) but I'm not a modeler & can never get textures right, and I don't want a black-hole looking door. :)

Anybody? :)


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PostPosted: Sun Jul 17, 2005 6:03 am 
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Quote:
I want the rotating door so that it moves when I push on it & stops moving when I stop pushing it. I thought it would be simple to do via a script & the .speed() var, but D3 tells me I'm not allowed to set that in a script. Sad

Dont think your ever gonna get the effect to look right using movers, but you should be able to set speed via script, also accelTime and decelTime may come in handy.

Quote:
I'm also thinking a md5 mesh with bones could work

Yep ive done one of those aswell :). See this thread http://www.doom3world.org/phpbb2/viewtopic.php?t=7223&highlight=ragdoor . Nasty hack but have a look anyway.


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PostPosted: Sun Jul 17, 2005 3:19 pm 
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I'll try that boned'd door later (could be usefull for hanging signes ala HL2).

I messed with script/mover some more. I kinda got what I wanted (check it out here. Just put it in your base folder & type "devmap theory/test1" to run it.

it's a bit jerky, but it's a start (using a trigger_touch & a formula for the speed/rotating angle could help). the big problem is making sure it doesn't open farther then 90 degrees (or whatever degrees I want it set at). And there's a problem with that.

Aparently, you can't use < > signs with vectors (i'm guessing it doesn't know how to know what's greater or less then). If I could I'd use an "if doorang < maxang then rotate the door again" (or a while). I also tried assigning a float to one of the three vectors (ie doormaxang = '0 doormax 0') but that doesn't seem to work (I couldn't find an example in the id maps of them doing this)

can't do that though. I'll experiment more later.

any ideas in the meantime?


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PostPosted: Sun Jul 17, 2005 5:29 pm 
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You can break a vector down into its x,y,z components by specifing the axis after e.g

Code:
void door_rot_north()
{
   vector doorang;
   float doorangmax;

   doorang = $test_rot.getAngles();
   doorangmax = 90;
   
   if (doorang_y > doorangmax){
      return;
   }

   $test_rot.rotateOnce ('0 10 0');
   sys.waitFor($test_rot);

}


Also removing the speed command off of the door seems to make the door move smoother.

Not sure about the use of a trigger_touch as these are ment to be quite expensive cpu wise. May give you problems if you had loads of these in one area. Just somthing to keep in mind.


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PostPosted: Mon Jul 18, 2005 2:37 pm 
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everbody, I bring you....

the swinging door that eve slows down when you stop pushing it!

AND IT LOOKS REAL!

Check out the stuff I did here: http://www.sterlingshield.net/home/stev ... index.html


I'll tweek it a little and most likely put it on the D3 Wiki site too (too bad the D3 reference hasn't been updated in a while... i love having that downloaded .chm file but want to add descriptions to things!)

I don't know if you noticed, but the speed function seems to have no effect on rotating movables. all speed settings make it rotate at the same speed (instantly) but no speed setting makes it go smoothly.


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 Post subject:
PostPosted: Mon Jul 18, 2005 5:23 pm 
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Or you could just have a go with the ragdoor mentioned earlier, that worked perfectly, but in its current form a little limited, expand that so the user can just create a brush, an origin, combine the two and select Func_ragdoor and the world will be a happy happy place. :D


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PostPosted: Mon Jul 18, 2005 6:12 pm 
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yeah, the rag door does pretty much the same thing, but you need edit a model to customize it. If I could actuatly get models the way I want them I'd do that.

combining the two would be great though. :)

i put up videos of a monster opening up the door on that sight in my previous post.


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