func_door_rotating - Angles Created 14 years ago2009-08-22 13:48:31 UTC by NemoStein NemoStein

Created 14 years ago2009-08-22 13:48:31 UTC by NemoStein NemoStein

Posted 14 years ago2009-08-22 13:48:31 UTC Post #272361
Hail...

Let's talk about the "angles" attribute of func_door_rotating.

I need to make a "storm cellar" like door. The problem is the angle...
The door need to open from a 60? angle, but the engine try to open it from Z, X or Y (the last 2, if the respective flags are checked)...

I thought "Well, I'll use the angles attribute and all will be OK".
I was wrong...

The angles just change the original alignment of the entity, but the rotations stills being from Z, X or Y...

My question is simpler than explain the hole scenario:
How change the rotating angle of a func_door_rotating?
Posted 14 years ago2009-08-22 15:31:39 UTC Post #272362
Use the "lip" field. Lip is how much room is spared between default open and where the door actually is. So for the door to open 60?, you'll want a lip of 30.
Posted 14 years ago2009-08-22 15:40:56 UTC Post #272363
Uhn, I think you didn't understood the problem...

The door looks like this one: http://www.usstormshelters.com/images/P5201155.JPG

Notice that the dor isn't Vertical or Horizontal, but Diagonal...
The axis isn't Z or X/Y, but is 60? relative to the horizon.

Lip will limit the moviment of the door, not change the rotation angle.
Posted 14 years ago2009-08-22 15:45:24 UTC Post #272364
You'd probably need to rotate your door and have the origin near the bottom, I think.
On the subject of lip, you can also have a negative value to make it open more.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-08-22 16:41:24 UTC Post #272365
Then I have no idea. You might just fare better with a model prop.
Posted 14 years ago2009-08-22 16:50:08 UTC Post #272366
"and have the origin near the bottom"
This won't work either...

Everything I tried until now makes the door get out of position and looks funny...
Posted 14 years ago2009-08-22 16:58:25 UTC Post #272367
Interesting problem. If you don't mind, i'd like to have a look at it. You can post the map in the vault, or you can send me a private link to the map via PM.
The Mad Carrot The Mad CarrotMad Carrot
Posted 14 years ago2009-08-22 17:08:11 UTC Post #272368
Posted 14 years ago2009-08-22 17:31:42 UTC Post #272370
This should do it.

The door on the left has the Reverse Direction flag checked and angles (Pitch Yaw Roll(Y Z X)) set to -30 0 0.

The door on the right has the Reverse Direction flag unchecked, but has the same angles value as the left door.

Actually placing the doors in the correct position is nothing more than a little trial and error.

Hopefully this will do just fine for you. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 14 years ago2009-08-22 17:33:12 UTC Post #272371
:ninja:'d
Jessie JessieTrans Rights <3
Posted 14 years ago2009-08-22 18:25:30 UTC Post #272373
Wow... Works...

Well, I tried a lot of variations of your solution (including vertical and horizontal doors, with X or Y flags) and none worked...

But, there is a unexpected problem...
For some reason I can't pass through the doors smoothly...
An electro-magnectical field or something like that is in the way...

[EDITED] By the way... Thank you... You saved my day... ;D

[EDITED] Another problem is that the doors are acting like one-way doors...
Posted 14 years ago2009-08-22 19:07:51 UTC Post #272375
Well, storm cellar doors usually only open one way, don't they? Otherwise they'd hit the stairs.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-08-22 19:16:00 UTC Post #272377
Yes... But why this Behavior?
And the problem with passing through was reducted when I make the space between walls bigger (larger doors), but wasn't solved...
Posted 14 years ago2009-08-22 19:21:07 UTC Post #272378
use subtle, angled clip brushes to gently guide the player through the "safe" middle of the 2 doors, to avoid them getting trapped.
Archie ArchieGoodbye Moonmen
Posted 14 years ago2009-08-28 22:58:57 UTC Post #272638
I asked this a month ago and was completely ignored!

http://twhl.co.za/forums.php?thread=16439
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