#16005 posted by DeeDoubleU on 2016/02/21 15:18:22
Try creating simple box, make it func_door and test. If it works - start adding keys and check if any will break it.
#16006 posted by necros on 2016/02/21 15:38:02
Did you add a targetname?
Make Sure Toggle Isn't Checked.
#16007 posted by mjb on 2016/02/21 15:55:46
A door "not opening" is usually because it has a targetname like necros stated. Do not give the func_door any keys except for an angle for testing.
In Case Of Any Problem With Func_door
#16008 posted by PuLSaR on 2016/02/21 16:08:00
check 'Don't link' spawnflag. It usually fixes all problems if door doesn't open (if there are other doors nearby)
And The Old Chestnut
#16009 posted by ijed on 2016/02/21 16:09:15
The is_linked flag breaks double doors if turned on and they're targeted.
Thanks For All The Answers
No I did not add a targetname. I did not touch the default entity settings at all (except for changing the angle and lip in desperation, but this was after things didn't work).
I didn't link them either, at least not as far as I know. What should the "Key" and "Value" fields be for unlinked doors?
#16011 posted by necros on 2016/02/21 16:44:18
linking is automatic.
first, put the 'door don't link' flag on both of the doors, test and see if it moves.
Err, I Don't Know How To Do That.
In TB, there are these "Key" and "Value" columns, e.g. "classname" (Key) and "worldspawn" (Value). Which Key/Value combination should I specify to put a 'door don't link' flag on both doors? (Sorry to have to ask you to re-explain).
What I did try in the mean time was to turn one of the func_doors back into a world brush, figuring that if there's just one, there's no way it could be linked. But that didn't solve the problem either...
total newbie
spawnflag 4 is what they mean
Thanks, 5th
That didn't work either, though. Odd.
Try To Change Angle
#16015 posted by PuLSaR on 2016/02/21 18:29:12
it sometimes breakes with angle = 0. Try an angle that is different from zero.
Tried various angles; no luck.
I've just created a new brush and converted it to a func_door, and it's the same story. When I don't touch the default Keys & Values, it just doesn't work.
This is what TB shows me when I create a brand new func_door. Is there anything there that I should change? So far I've tried changing the values of the keys "lip", "angle" and "spawnflags" (from "0" to "4"), but to no avail...
By the way, thank you very much to everyone who's responded so far.
#16017 posted by DeeDoubleU on 2016/02/21 19:52:54
I made a door in gtkradiant, tested it just to be sure it is working and opened map in TB.
Here is what it looks like
https://i.gyazo.com/32870bdc8156910a054ccb3a843f9a8a.png
Maybe try voodoo magic tricks if nothing else works?
Can you remove all over keys except classname and spawnflags ans check if it helped?
DW
TB doesn't allow me to remove any of the default keys; I can just change the value.
Anyway, I've finally managed to create a working door elsewhere in the same map. The strange thing is, though, that I've created it in exactly the same way as the first one -- the brushwork is even almost identical. The first one still doesn't move at all, though.
I'm completely confused now.
Can You Post The .map?
#16019 posted by adib on 2016/02/21 20:27:38
#16020 posted by necros on 2016/02/21 20:35:17
yes, it's very likely because of door linking.
doors link automatically if their bounding boxes are touching. what is happening is a door nearby has a targetname which is causing your new doors to link and also require a trigger to open.
I have specified no targets or targetnames anywhere in this map; the door (or set of doors) was the first brush entity I created in the map. Everything else was just world brushes and one info_player_start.
I can copy and paste just the door, arch and floor brushes into an empty .map file and get the same result. In fact, I just tested with a brand new map, making the simplest of doors with just 4 world brushes and a single func_door, and it still doesn't work.
This is what this new test map looks like in a text editor:
// Game: Quake
// Format: Standard
{
"classname" "worldspawn"
{
( -304 -64 -16 ) ( -304 -63 -16 ) ( -304 -64 -15 ) __TB_empty 0 0 0 1 1
( 656 64 16 ) ( 656 64 17 ) ( 656 65 16 ) __TB_empty 0 0 0 1 1
( -64 -320 -16 ) ( -64 -320 -15 ) ( -63 -320 -16 ) __TB_empty 0 0 0 1 1
( 64 400 16 ) ( 65 400 16 ) ( 64 400 17 ) __TB_empty 0 0 0 1 1
( 64 64 16 ) ( 64 65 16 ) ( 65 64 16 ) __TB_empty 0 0 0 1 1
( -64 -64 -16 ) ( -63 -64 -16 ) ( -64 -63 -16 ) __TB_empty 0 0 0 1 1
}
{
( 464 208 208 ) ( 496 -192 208 ) ( 464 -192 208 ) __TB_empty 0 0 0 1 1
( 464 -192 16 ) ( 464 208 208 ) ( 464 -192 208 ) __TB_empty 0 0 0 1 1
( 496 -192 208 ) ( 464 -192 16 ) ( 464 -192 208 ) __TB_empty 0 0 0 1 1
( 496 208 16 ) ( 496 -192 208 ) ( 496 208 208 ) __TB_empty 0 0 0 1 1
( 464 208 16 ) ( 496 208 208 ) ( 464 208 208 ) __TB_empty 0 0 0 1 1
( 464 48 128 ) ( 464 32 128 ) ( 592 32 128 ) __TB_empty 0 0 0 1 1
}
{
( 464 -192 16 ) ( 464 208 208 ) ( 464 -192 208 ) __TB_empty 0 0 0 1 1
( 496 -192 16 ) ( 464 208 16 ) ( 464 -192 16 ) __TB_empty 0 0 0 1 1
( 496 208 16 ) ( 496 -192 208 ) ( 496 208 208 ) __TB_empty 0 0 0 1 1
( 464 208 16 ) ( 496 208 208 ) ( 464 208 208 ) __TB_empty 0 0 0 1 1
( 464 48 128 ) ( 592 32 128 ) ( 464 32 128 ) __TB_empty 0 0 0 1 1
( 464 64 96 ) ( 592 64 64 ) ( 464 64 64 ) __TB_empty 0 0 0 1 1
}
{
( 464 -192 16 ) ( 464 208 208 ) ( 464 -192 208 ) __TB_empty 0 0 0 1 1
( 496 -192 16 ) ( 464 208 16 ) ( 464 -192 16 ) __TB_empty 0 0 0 1 1
( 496 -192 208 ) ( 464 -192 16 ) ( 464 -192 208 ) __TB_empty 0 0 0 1 1
( 496 208 16 ) ( 496 -192 208 ) ( 496 208 208 ) __TB_empty 0 0 0 1 1
( 464 48 128 ) ( 592 32 128 ) ( 464 32 128 ) __TB_empty 0 0 0 1 1
( 464 -64 64 ) ( 592 -64 80 ) ( 464 -64 80 ) __TB_empty 0 0 0 1 1
}
}
{
"classname" "info_player_start"
"origin" "392 -0 40"
"angle" "-0"
}
{
"classname" "func_door"
{
( 472 -192 16 ) ( 472 208 208 ) ( 472 -192 208 ) __TB_empty 0 0 0 1 1
( 496 -192 16 ) ( 464 208 16 ) ( 464 -192 16 ) __TB_empty 0 0 0 1 1
( 480 208 16 ) ( 480 -192 208 ) ( 480 208 208 ) __TB_empty 0 0 0 1 1
( 464 48 128 ) ( 592 32 128 ) ( 464 32 128 ) __TB_empty 0 0 0 1 1
( 464 64 96 ) ( 464 64 64 ) ( 592 64 64 ) __TB_empty 0 0 0 1 1
( 464 -64 64 ) ( 464 -64 80 ) ( 592 -64 80 ) __TB_empty 0 0 0 1 1
More Questions
#16022 posted by JohnisonBoa "TheQstion" on 2016/02/21 22:02:20
In a trigger_teleporter I don't know how to use the target and targetname...
#16023 posted by JneeraZ on 2016/02/21 22:05:25
Total_newby
#16024 posted by madfox on 2016/02/21 22:36:24
Use angle "-1" for up and "-2" for downward door.
An angle of 360 won't work, either as because the door can only move 90 or 270.
See here for your map.
:P
Lol
#16025 posted by JohnisonBoa on 2016/02/21 22:44:35
Thanks, Jneeraz
Total_newbie
#16026 posted by adib on 2016/02/21 22:45:51
{
"classname" "func_door"
"angles" "0 270 0"
{
( 472 -64 16 ) ( 472 64 16 ) ( 472 -64 128 ) #DEFAULT [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 480 64 16 ) ( 480 -64 16 ) ( 480 64 128 ) #DEFAULT [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 472 64 16 ) ( 480 64 16 ) ( 472 64 128 ) #DEFAULT [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 472 -64 16 ) ( 472 -64 128 ) ( 480 -64 16 ) #DEFAULT [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 472 64 16 ) ( 472 -64 16 ) ( 480 64 16 ) #DEFAULT [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 472 -64 128 ) ( 472 64 128 ) ( 480 -64 128 ) #DEFAULT [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
}
}
This should work.
Sorry
#16027 posted by adib on 2016/02/21 22:46:46
I changed the texture. You're missing the key "angles" in this door entity.
#16028 posted by metlslime on 2016/02/21 23:09:44
are you sure its angles? I always just set "angle" with a single float value.
Thanks for the responses once again.
adib, TB won't allow me to set an "angles" value. I could of course just try to do it manually in a text editor, but I'd like to get this working in-editor. It shouldn't be this must hassle just to get a door to work...
Madfox, the map you pasted above works perfectly when I compile it, but when I try to do the same thing in TB, it doesn't work.
I assumed this was a case of PEBCAK, but maybe it's an editor issue? I am using the latest test build of TB2, so I guess it's possible that this might be some weird bug...
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