Iris Door

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Postby BaRRaKID on Tue Dec 26, 2006 5:53 pm

Basically there are two types of entities, point entities and brush entities. The point entities are the ones you see on the right when you choose the entity tool (shift + e). Brush entities require that you first create a brush (block) then select it and press ctrl+t (or tie to entity) this will show you a window with a new list of entities, including the triggers.
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Postby Chares on Tue Dec 26, 2006 7:18 pm

Thanks very much :D. im finally learning something more ^^.

EDITED:

Well after testing and testing i reached a no-point where i need some help:

by stepping over the keypad only one of the iris triangles opens, the other ones only work if i step in front of them, their textures flickers when they are one above the others.

I still dont know which one is the field which calls the door identity in the keypad trigger. i just putted its name (the "doors") in the fields "parent" and "master (obsolete)". but still only one triangle responds.

Oh i forgot something, i need it to be timed at 6 seconds, so if the door "crashes" onto the player, how do i tell the engine to open again if it touches the player or any object it touches?

And sorry for the bunch of edits i didnt want do make double posts :oops:.
Life would be so much easier if we could look onto its source code.
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Postby Bag Of Minge on Sat Jun 16, 2007 5:25 am

Hello, Sorry if this might be a bump, but this is a question. My Arches appear so that they face the roof, how can i rotate them?
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Postby Bag Of Minge on Sun Jun 17, 2007 1:48 am

I got stuck at the clip tool part, How exactly do you use the clip tool like that? Usually it just clips off the whole part selected.


Chares, Set the door to force closed = 0.
Last edited by Bag Of Minge on Sun Jun 17, 2007 2:00 am, edited 1 time in total.
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Postby Mr. Happy on Sun Jun 17, 2007 2:00 am

Click the clip tool several times (or press ctrl+x serveral times) until the whole of the object and the clipping line are white.

White parts are kept, red parts are removed. There are three clip methods: Discard left, keep both, discard right.
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Postby Bag Of Minge on Sun Jun 17, 2007 2:07 am

Mr Happy wrote:Click the clip tool several times (or press ctrl+x serveral times) until the whole of the object and the clipping line are white.

White parts are kept, red parts are removed. There are three clip methods: Discard left, keep both, discard right.


Thank you soooo much!!!!!!! If it weren't gay i would kiss you!
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Postby Sauce on Sun Jun 17, 2007 1:14 pm

Bag Of Minge wrote:
Mr Happy wrote:Click the clip tool several times (or press ctrl+x serveral times) until the whole of the object and the clipping line are white.

White parts are kept, red parts are removed. There are three clip methods: Discard left, keep both, discard right.


Thank you soooo much!!!!!!! If it weren't gay i would kiss you!

So... a gay guy WOULDNT kiss him, but a straight one WOULD?

Am i the only one who doesnt understand the logic there?

Furthermore, are you saying you are gay? :O
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Postby Sorrow on Sun Jun 17, 2007 1:33 pm

Confessions of a sneaky interloper :?
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Postby Bag Of Minge on Mon Jun 18, 2007 11:25 am

Sauce wrote:
Bag Of Minge wrote:
Mr Happy wrote:Click the clip tool several times (or press ctrl+x serveral times) until the whole of the object and the clipping line are white.

White parts are kept, red parts are removed. There are three clip methods: Discard left, keep both, discard right.


Thank you soooo much!!!!!!! If it weren't gay i would kiss you!

So... a gay guy WOULDNT kiss him, but a straight one WOULD?

Am i the only one who doesnt understand the logic there?

Furthermore, are you saying you are gay? :O



One thing to State: I AM NOT GAY!

Anyways, If the iris door was made on a different rotation, would you have to change the X or Y in flags?
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Postby Bag Of Minge on Fri Jun 22, 2007 10:26 pm

PerfectH wrote:How do I make a double iris opening door work where the inner iris opens first, then the outer iris opens second, taking the inner one with it?

:shock:

EDIT: Here's what I'm working with:

Image


Make two different IRIS doors, with different names, i will use iris1 and iris2.

Then, go to your trigger/button/whatever, ill use a button.

click ADD in the outputs tab and type

1. OnPressed
2. iris1
3. Toggle
DELAY: 0.00

Click add again and type:

1. OnPressed
2. iris2
3. Toggle
DELAY: 3.00
.


Done! now they open at different times!
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Please

Postby b14d3r11 on Mon Jul 02, 2007 5:57 am

Hey I tried this twice and it didn't work so I was wondering if u can put a link to down load a premade Iris thanks. 8)
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Postby Hedning on Tue Aug 07, 2007 7:54 am

By some reason my button rotates with the iris -.-

What I have is:

on the doors:
Name: iris
Inputs: Source - button, Output> - OnPressed,My input- Open.

Fun_button:
name: button
parent: iris
flags: Use activates, Don't move.
Outputs: My Output> - Onpressed, Target Entity - iris, Target Input - open.

Maybe someone could help me?
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Postby couto_607 on Tue Aug 07, 2007 1:16 pm

Don't parent the button with the door, get rid of the parent.
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Postby Hedning on Tue Aug 07, 2007 4:02 pm

Such a simple problem -.- anyway, thanks-
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Re: Iris Door

Postby Boddah on Tue Apr 01, 2008 3:47 am

this tutorial is pretty tight, but i just wanted to add something.

if you want to use this door in TF2, DOD:s you can make the door open with a trigger instead of a button.

simply make a brush that is larger than the door in every direction, texture it as trigger or nodraw, then hit CTRL + ENTER and make it a trigger_multiple entity.

now in the output field create 2 outputs that are OnStartToughAll/ open and target 'iris' or whatever you have named all of your door panels. the second output should be OnEndTouchAll/ close and 'iris' as your target again.
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