cloned doors crsh

Started by LeBabouin {sfx}, November 19, 2015, 03:54:45 PM

Previous topic - Next topic

LeBabouin {sfx}

i cloned func_rotating doors with all the stuff from SouthernFrance's bsp. The "twin doors" located at each end of the main bridge which open both at the same time, as soom as i hit use on them, the server crashes, nothing in the log.  tried the linkdoor command, got no errors but had no effects. How do mappers set those paired doors so they open together? Actully they are *2, *3 and *4, *5

set_Doors:

removeclass rotatingdoor
waitframe // or crash

spawn func_rotatingdoor model "*1" origin "-482 888 446" angle 90 time 0.8 alwaysaway 1 classname func_rotatingdoor spawnflags 0 wait 1.0 targetname rotadoor
spawn func_rotatingdoor model "*2" origin "-264 534 456" angle 180 time 0.8 alwaysaway 1 classname func_rotatingdoor  spawnflags 0 wait 1.0 targetname rotadoor
spawn func_rotatingdoor model "*3" origin "-264 426 456" angle 180 time 0.8 alwaysaway 1 classname func_rotatingdoor  spawnflags 0 wait 1.0 targetname rotadoor
// linkdoor $rotadoor[3] $rotadoor[2]
spawn func_rotatingdoor model "*4" origin "712 534 456" angle 0 time 0.8 classname func_rotatingdoor alwaysaway 1 spawnflags 0 wait 1.0 targetname rotadoor
spawn func_rotatingdoor model "*5" origin "712 426 456" angle 0 time 0.8 classname func_rotatingdoor alwaysaway 1 spawnflags 0 wait 1.0 targetname rotadoor
// $rotadoor[5] linkdoor $rotadoor[4]
spawn func_rotatingdoor model "*6" origin "346 1160 110" angle 270 time 0.8 classname func_rotatingdoor alwaysaway 1 spawnflags 0 wait 1.0 targetname rotadoor
spawn func_rotatingdoor model "*7" origin "-8 1354 110" angle 0 time 0.8 alwaysaway 1 classname func_rotatingdoor targetname rotadoor
spawn func_rotatingdoor model "*8" origin "90 1656 190" angle 270 time 0.8 alwaysaway 1 classname func_rotatingdoor  spawnflags 0 wait 1.0 targetname rotadoor
spawn func_rotatingdoor model "*9" origin "1336 1434 446" angle 0 time 0.8 classname func_rotatingdoor alwaysaway 1 spawnflags 0 wait 1.0 targetname rotadoor
spawn func_rotatingdoor model "*10" origin "1154 8 318" angle 270 time 0.8 alwaysaway 1 classname func_rotatingdoor  spawnflags 0 wait 1.0 targetname rotadoor
spawn func_rotatingdoor model "*11" origin "-1178 264 230" angle 90 time 0.8 classname func_rotatingdoor alwaysaway 1 spawnflags 0 wait 1.0 targetname rotadoor
spawn func_rotatingdoor model "*12" origin "1336 2106 574" angle 0 time 0.8 alwaysaway 1 classname func_rotatingdoor  spawnflags 0 wait 1.0 targetname rotadoor
spawn func_rotatingdoor model "*13" origin "-376 1418 446" angle 0 time 0.8 classname func_rotatingdoor alwaysaway 1 spawnflags 0 wait 1.0 targetname rotadoor
spawn func_rotatingdoor model "*14" origin "712 1482 446" angle 0 time 0.8 alwaysaway 1 classname func_rotatingdoor  spawnflags 0 wait 1.0 targetname rotadoor
spawn func_rotatingdoor model "*15" origin "-792 546 46" angle 0 time 0.8 classname func_rotatingdoor alwaysaway 1 spawnflags 0 wait 1.0 targetname rotadoor
spawn func_rotatingdoor model "*16" origin "1032 2818 446" angle 180 time 0.8 classname func_rotatingdoor alwaysaway 1 spawnflags 0 wait 1.0 targetname rotadoor
spawn func_rotatingdoor model "*17" origin "-1272 610 230" time 0.8 alwaysaway 1 classname func_rotatingdoor  spawnflags 0 wait 1.0 targetname rotadoor
spawn func_rotatingdoor model "*18" origin "-1154 888 230" angle 90 time 0.8 alwaysaway 1 classname func_rotatingdoor  spawnflags 0 wait 1.0 targetname rotadoor
spawn func_rotatingdoor model "*19" origin "218 1656 446" angle 90 time 0.8 classname func_rotatingdoor alwaysaway 1 spawnflags 0 wait 1.0 targetname rotadoor
spawn func_rotatingdoor model "*20" origin "602 1160 446" angle 90 time 0.8 alwaysaway 1 classname func_rotatingdoor  spawnflags 0 wait 1.0 targetname rotadoor
spawn func_rotatingdoor model "*21" origin "994 2984 622" angle 270 time 0.8 alwaysaway 1 classname func_rotatingdoor  spawnflags 0 wait 1.0 targetname rotadoor
spawn func_rotatingdoor model "*22" origin "1302 888 446" angle 270 time 0.8 classname func_rotatingdoor alwaysaway 1 spawnflags 0 wait 1.0 targetname rotadoor
spawn func_rotatingdoor model "*23" origin "920 770 446" angle 0 time 0.8 alwaysaway 1 classname func_rotatingdoor  spawnflags 0 wait 1.0 targetname rotadoor
spawn func_rotatingdoor model "*24" origin "920 330 446" angle 0 time 0.8 classname func_rotatingdoor alwaysaway 1 spawnflags 0 wait 1.0 targetname rotadoor
spawn func_rotatingdoor model "*25" origin "1400 666 446" angle 0 time 0.8 spawnflags 0 alwaysaway 1 classname func_rotatingdoor wait 1.0 targetname rotadoor
spawn func_rotatingdoor model "*26" origin "1442 2344 574" angle 90 time 0.8 spawnflags 0 classname func_rotatingdoor alwaysaway 1 wait 1.0 targetname rotadoor
// thread spawn_door_triggers

end
 

Cobra {sfx}

Im sure you need it to look like this ...

spawn func_rotatingdoor model "*2" origin "-264 534 456" "angle" "180" "time" "0.8" "alwaysaway" "1" "classname" "func_rotatingdoor"  "spawnflags" "0" "wait" "1.0" "targetname" "rotadoor"

Or thats how i used to do them, might not make any difference but i always did it like that
Sleep? What is that?

LeBabouin {sfx}

Hehe thank tou Cobra, didnt think to try this way before asking. Did it and now can be sure it doesnt come from the syntax helas. They are the only doors in the game that are resisting to clonage. Surely i will find the solution in a door mapping tutorial.

Cobra {sfx}

Took these from Mohdm1 in Radiant ...

Scorpios comments/information:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Description:

------------

A door that ROTATES about an origin.

* If two doors touch, they are assumed to be connected and operate as a unit.


Spawnflags:

===========


AUTO_OPEN causes the door to open when a player is near instead of waiting for the player to use the door.

DOOR_DONT_LINK is for when you have two doors that are touching but you want to operate independently.

START_OPEN causes the door to move to its destination when spawned, and operate in reverse.

It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors).

TOGGLE causes the door to wait in both the start and end states for a trigger event.

TARGETED door is only operational from triggers or script

Values:

=======

* the following are used for all doors

"alwaysaway" Makes the door always open away from the person opening it.

"angle" ( Float newAngle ) set the angles of the entity using just one value.

   Sets the yaw of the entity or an up and down direction

   if newAngle is [0-359] or -1 or -2

"dmg"( Integer damage ) Sets the amount of damage the door will do to entities that get stuck in it.

"doortype" ( String door_type ) Sets the defaults for this door

   Door_type values:

   "wood" (default)

   "metal"

"linkdoor" Link doors together.

"lock" Lock the door.

"sound_close_end( String sound_close )Sets the sound to use when the door closes.

"sound_close_start( String sound_close ) Sets the sound to use when the door closes.

"sound_locked( String sound_locked ) Sets the sound to use when the door is locked.

"sound_message" ( String sound_message ) Sets the sound to use when the door displays a message.

"sound_open_end" ( String sound_open_end ) Sets the sound to use when the door stops to opens.

"sound_open_start" ( String sound_open_start ) Sets the sound to use when the door starts to opens.

"time" ( Float traveltime ) Sets the time it takes for the door to open an close.

"trysolid" Trys to make the door solid.

"unlock" Unlock the door.

"wait ( Float wait )Sets the amount of time to wait before automatically shutting.


* the following are specific to this door type:

"alwaysaway"   makes the door always open away from the opener

"angle"         determines the opening direction.  point toward the middle of the door (away from the hinge)

"dmg"         damage to inflict when blocked (0 default)

"time"         move time (0.3 default)

"wait"         wait before returning (3 default, -1 = never return)

"health"      if set, door must be shot open

"message"      is printed when the door is touched if it is a trigger door and it hasn't been fired yet

"openangle"      ( Float open_angle) how wide (the angle) to open the door

"targetname"   if set, no touch field will be spawned and a remote button or trigger field activates the door.


Functions:

==========

"close" Closes the door.

"doActivate" ( Entity activatingEntity ) General trigger event for all entities

"doBlocked" ( Entity obstacle ) sent to entity when blocked.

"doclose" Closes the door (special doors).

"doopen" ( Entity other ) Opens the door (special doors).

"doorclosed" Called when the door finishes closing.

"dooropened" Called when the door finishes opening.

"door_triggerfield" ( Entity other ) Is called when a doors trigger field is touched.

"doUse" ( Entity activatingEntity ) sent to entity when it is used by another entity

"open" ( Entity other ) Opens the door.

"toggledoor" ( Entity other ) Toggles the state of the door (open/close).

"triggereffect" ( Entity triggering_entity ) Send event to owner of trigger.

"tryToOpen" ( Entity other ) Tries to open the door.

Internal Engine Use:

====================

None !

Not sure ?:

===========

* dont think these work, even though they were in original entdefs.pk3

OPEN_DIRECTION indicates which direction to open when START_OPEN is set.

"sound_close"   Specify the sound that plays when the door starts closing (default global door_wood_close)

"sound_locked"   Specify the sound that plays when the door is locked (default global door_wood_locked)

"sound_message"   Specify the sound that plays when the door displays a message

"sound_open"   Specify the sound that plays when the door starts opening (default global door_wood_open)


*****************************************************************************
Sleep? What is that?

LeBabouin {sfx}

#4
Thanks Cobra!
I keep on searching for the right solution though i found a way so it dozen crash no more! But they still act independantly whatever i tried till now. Which is only a problem of honor. At least I can now add the shot doors in SF. I think the linkdoor initialize or create some variable needed by the door trigger.

spawn func_rotatingdoor "model" "*2" "origin" "-264 534 456" "angle" "180" "time" "0.8" "spawnflags" "0" "wait" "1.0" "targetname" "rotadoor"
spawn func_rotatingdoor "model" "*3" "origin" "-264 426 456" "angle" "180" "time" "0.8" "spawnflags" "0" "wait" "1.0" "targetname" "rotadoor"  linkdoor $rotadoor[2]

spawn func_rotatingdoor "model" "*4" "origin" "712 534 456" "angle" "0" "time" "0.8" "spawnflags" "0" "wait" "1.0" "targetname" "rotadoor"
spawn func_rotatingdoor "model" "*5" "origin" "712 426 456" "angle" "0" "time" "0.8" "spawnflags" "0" "wait" "1.0" "targetname" "rotadoor"  linkdoor $rotadoor[4]
 

Cobra {sfx}

So this is working now LeB?
Sleep? What is that?

LeBabouin {sfx}

Yep Cob, it works to my liking, no more crash and doors act independantly! Thanks a lot for your time and investment!

Cobra {sfx}

Yay you got them working :) 
Sleep? What is that?