shooting door

Have questions about CoD/UO mapping that aren't covered in the tutorials section? Post here!

Moderator: Core Staff

Post Reply
Hamster
CJ Wannabe
CJ Wannabe
Posts: 6
Joined: August 26th, 2005, 1:58 pm

shooting door

Post by Hamster » August 30th, 2005, 1:48 am

ya i like doors sow i make them as much as possible, but if you know that someone is behind it, you can just fire at will because it does not stop the bullets :d sow can you pleas tell me how i can make my doors bullet proof pleas

User avatar
MuRpHy*
Past/Inactive Team Member
Past/Inactive Team Member
Posts: 2159
Joined: May 10th, 2005, 11:02 pm
Location: Tha A.T.L Baby ;)

Post by MuRpHy* » August 30th, 2005, 2:14 am

well, try makin 2 of them .. that would be one idea, or change the texture, play around with it a bit and see what you can come up with :P
Image
Image

Guest

Post by Guest » August 30th, 2005, 10:57 am

mm i can try that, but wot do you think about it drofder, i really find it sow stupid that you can shoot true it :d:d:d

Hamster
CJ Wannabe
CJ Wannabe
Posts: 6
Joined: August 26th, 2005, 1:58 pm

Post by Hamster » August 30th, 2005, 10:58 am

sorry wos not logged in :D

Dan2k3k4
CJ Worshipper
CJ Worshipper
Posts: 264
Joined: February 5th, 2005, 12:10 pm
Location: London, UK
Contact:

Post by Dan2k3k4 » August 30th, 2005, 11:21 am

theres one map that has opening doors that are fully solid so bullets dont go through it but I cant remember what map that is atm lol :( :oops:

User avatar
MuRpHy*
Past/Inactive Team Member
Past/Inactive Team Member
Posts: 2159
Joined: May 10th, 2005, 11:02 pm
Location: Tha A.T.L Baby ;)

Post by MuRpHy* » August 30th, 2005, 12:36 pm

wasnt it jm plazma at the spot where you open the door and jump down like a million units. hmm, il look around hamster and see what i can come up with for ya
Image
Image

User avatar
Soviet
Core Staff
Core Staff
Posts: 7762
Joined: April 23rd, 2005, 9:12 pm

Post by Soviet » August 30th, 2005, 1:05 pm

are you able to shoot through the door on the last bit of leap-of-faith?

Hamster
CJ Wannabe
CJ Wannabe
Posts: 6
Joined: August 26th, 2005, 1:58 pm

:d

Post by Hamster » August 30th, 2005, 5:15 pm

you can shoot true every from the wall, from the left to the right, the middle, from up to down, and it does not look nice then.

User avatar
Drofder2004
Core Staff
Core Staff
Posts: 13315
Joined: April 13th, 2005, 8:22 pm
Location: UK, London

Post by Drofder2004 » August 30th, 2005, 10:28 pm

Ok, simple answer = Scripting.

If you make ANYTHING a script_door (or whatever that shite function is called) then it becomes non-solid to bullets.

I have posted a tutorial (or a script) somehwere....

This is basically the code you want, you will have to play with it to get it perfect.
and this was found suing the search function (searching doors).

If you do not understand it, post again and I will try and get a better step-by-step guide (but please try, and dont expect me to just 'give' you the scripting).
I have made the things you will need to change in bold, and the things you will want to delete in italics.

The Professional Way (Scripted).

Map
-Make the door and the hinge (origin brush).
-Select both and right click. then choose script<Brushmodel
-Press n to open entity window
Add these values
Key - Targetname
Value - <doorname_#> (This can be anything, but to easily know which oor you are scripting, this format is the best. For eaxmple: FactoryDoor_01)
-Make a trigger infront of the door (This can be motion detected or Use key activated)
-Select the trigger and right click. Choose Trigger<Multiple or Trigger<Use (Multiple is the motion and use is for the use key to activate)
-Press n to open the entity window and enter these values
Key - Targetname
Value - Trig_<doorname_#> (Example: Trig_FactoryDoor_01)
-Save map and compile (No, thats not the end Razz)

Scripting
This will be how your scripting will look, with some help...

//------------------------------------------//
//-------------Main Scripting-------------//
//------------------------------------------//

Main () //Always start scripting with this
{
thread Factory_Doors; //This will tell the script to run these threads (you can have more than 1)
}

Factory_Doors () //This is the thread called from above
{
FactDoor_01 = getent ("<doorname_#>","targetname"); //This gives the door a script reference
Trig_FactDoor_01 = getent ("Trig_<doorname_#>","targetname"); //This give the trigger a reference
while (1) [/i]//This makes the thread repeat when ti gets to the end.[/i]
{
Trig_FactDoor_01 waittill ("Trigger"); //Tells the trigger to wait until activated before performing next actions
FactDoor_01 rotateto ((0, 0, 90), 1); // This will make the door rotate 90 degrees on its Z-Axis from its origin (the 1 is seconds)
FactDoor_01 waittill ("rotatedone"); //Tells the script to wait until the rotation is completed
wait (5); //Tells the script to pause for 5 seconds
FactDoor_01 rotateto ((0, 0, 0), 1); //Rotates door back to original position
FactDoor_01 waittill ("rotatedone"); //Tells the script to wait for the rotation
}
}

Now save that as "<mapname>_doors.gsc" and put in the maps/mp folder
And if you havent already done so, you must make the main gsc.

This is pretty simple...
Just copy this format...
main()
{
ambientPlay("ambient_mp_carentan"); //Background Noise

maps\mp\_load::main();
maps\mp\<mapname>_doors::main(); //Loads the doors script

game["allies"] = "british";
game["axis"] = "german";

game["british_soldiertype"] = "airborne";
game["british_soldiervariation"] = "normal";
game["german_soldiertype"] = "fallschirmjagergrey";
game["german_soldiervariation"] = "normal";

game["attackers"] = "allies";
game["defenders"] = "axis";
}

Now save that as "<mapname>.gsc" and also put in the maps/mp folder
[/code]
Image
Virgin Media 20Mb Broadband:
"Perfect for families going online at the same time, downloading movies, online gaming and more."
Borked internet since: 22-07-2010

User avatar
MuRpHy*
Past/Inactive Team Member
Past/Inactive Team Member
Posts: 2159
Joined: May 10th, 2005, 11:02 pm
Location: Tha A.T.L Baby ;)

Post by MuRpHy* » August 31st, 2005, 12:41 am

Now save that as "<mapname>.gsc" and also put in the maps/mp folder
[/code]
Mistype at the end :)

BTW Great explanation drofder :) your mapping skills are great :lol:
Image
Image

User avatar
Drofder2004
Core Staff
Core Staff
Posts: 13315
Joined: April 13th, 2005, 8:22 pm
Location: UK, London

Post by Drofder2004 » August 31st, 2005, 2:26 am

MuRpHy* wrote:
Now save that as "<mapname>.gsc" and also put in the maps/mp folder
[/code]
Mistype at the end :)

BTW Great explanation drofder :) your mapping skills are great :lol:
The [/code] thing?

I hate these forums :P When you click Code or any other, it automatically adds it to the end if you dont click it again :evil:
Image
Virgin Media 20Mb Broadband:
"Perfect for families going online at the same time, downloading movies, online gaming and more."
Borked internet since: 22-07-2010

User avatar
MuRpHy*
Past/Inactive Team Member
Past/Inactive Team Member
Posts: 2159
Joined: May 10th, 2005, 11:02 pm
Location: Tha A.T.L Baby ;)

Post by MuRpHy* » August 31st, 2005, 4:01 am

lol it was a verY nice explanation man :)
Image
Image

Pwn-Rikku
CJ Spammer!
CJ Spammer!
Posts: 679
Joined: August 15th, 2005, 7:58 pm

Post by Pwn-Rikku » October 24th, 2005, 10:01 am

nice it worked for me :)
but i never use doors
Rikku - Old skool
Image
Image

Post Reply

Who is online

Users browsing this forum: No registered users and 3 guests