func_train question -1 reply

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KeNniithhh

Mapper - skinner

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17th March 2007

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#1 7 years ago

Hi there

Even though I need help for sof, I'm coming here since sof2 help isn't that active anymore :p

But my problem is, I'm having a gate that I want to go a special way like '''| if you understand. Now I'm trying with func_train to get it this way but seems like it isn't working. This is how I'm planning to do it : http://img98.imageshack.us/img98/365/gatet.jpg.

I also know that some of you might recommend me to use scripting but never did it before + don't know if it works in sof2mp.

Greetz Kennith




The One and Only

I R Scary Eyeball

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29th January 2004

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#2 7 years ago

I'm not quite sure what you mean. Do you want to have each part of the gate open sequentially? ie, the top strip opens, then the one under it etc...




KeNniithhh

Mapper - skinner

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#3 7 years ago
The One and Only;5530775I'm not quite sure what you mean. Do you want to have each part of the gate open sequentially? ie, the top strip opens, then the one under it etc...

yeah just like that, but they all folow eachother.

Somewhat the idea of this ‪New automatic garage door opener!‬‏ - YouTube.

And ofcourse triggerable with a button :p




The One and Only

I R Scary Eyeball

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#4 7 years ago

Oh, I get you. Yeah, func_trains aren't capable of that sort of movement. You'll have to use some sort of scripted entity (assuming SoF2 has similar scripting capabilities to JKA), which is a little bit outside of my expertise, I'm afraid.




KeNniithhh

Mapper - skinner

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#5 7 years ago

Ok thanks for clarifying that. I'll find some tutorials of those things on NAB622's Website then. But I hope you can just add the script to the pk3 and don't have to do anything special like compiling a mod or something.

Then I'll look for func_rotating (so I can make these doors I have, cooler) and I'll have to find a way to get that door fixed

Thanks again




KeNniithhh

Mapper - skinner

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#6 7 years ago

hmm , just tried a script like this

Spoiler: Show

affect ( "rotatingk_door", /*@AFFECT_TYPE*/ INSERT ) {  rotate ( < 0.000 90.000 0.000 >, 3000.000 ); wait ( 5000.000 );  rotate ( < 0.000 0.000 0.000 >, 3000.000 );

affect ( "rotatingk_door1", /*@AFFECT_TYPE*/ INSERT ) {  rotate ( < 0.000 90.000 0.000 >, 3000.000 ); wait ( 5000.000 );  rotate ( < 0.000 0.000 0.000 >, 3000.000 ); }

}

Compiled it correct with BehavED.exe but then the issue comes. It seems like SoF2MP doesn't have target_scriptrunner for multiplayer so this probably needs a new mp_entities.def and coding?

EDIT: What if I used 1:1 blocks instead of 2:1 blocks like in the picture like here http://img98.imageshack.us/img98/365/gatet.jpg ?




Omegasigma

Mapper and concept artist

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#7 7 years ago

I'd say, use a series of func_door using the Z axis, and some tweaking speed, and distance for the door to move, it should work in the same manner, there is also scripting for it too, look at the rotating door tutorial, since there is no "shutter" door tutorial, its all I can say, as long as you know not to rotate, and use Z as your movement, you should be in the clear




KeNniithhh

Mapper - skinner

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#8 7 years ago

Thanks for the info Omegasigma, but I'm using static gates now until our coder is back from vacation. I'll ask him if he could add target_scriptrunner and fix func_rotating.

I would like to see if that func_door works tbh but doesn't it just go like / or \ and not ( or ) ? Sorry if this is dumb but I'm not so good with entities :p