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[Tutorial] Rotating/Swinging Doors Script + Prefabs

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Created 10 years ago
by DuaLVII
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Hello Hello Hello Again!

Been a long time since I've done anything around here, although some of you's know the story about my computer crash which means I also lost everything... Kaput.

Any way, Making my way back into modding and here I have made a new Rotating/Swinging door script with prefabs for easy editing.

Those of you who already have done or able to use rotating doors from the stock scripts or UGX Mod Tools patch won't probably need this.

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/*
DuaLVII's Rotating Door Script v1
 - Standard Zombie Cost doors
 - Electric doors
 - Electric doors with zombie cost (players must get the electric on then pay to open it)
 - Runs on script_vector for easier use (x,y,z) = (rotate like normal, like a garage door, like a sliding door but it rolls to the side)
 - Like all other doors, Uses script_flag for zone setting
*/

::The Quick Steps:: -- Unfortunately I still haven't set everything back up on this computer so there is no video tutorial at the moment, but might not be needed.

 - Download the zip at the bottom.
 - Extract the map_source folder within to your root `World at War` directory.
 - Within the zip, open the mods folder and then the mapname folder.
 - Extract the `maps` folder to your mod folder and include the script into your iwd list in the mod builder.
 - Next, Locate your mapname.gsc which is either in your modname/maps folder or in your raw/maps folder
 - Below
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maps\_zombiemode::main();
Add this in::
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maps\_zombiemode_rotating_door::init();

 - From here, use the prefabs, stamp them, modify their sizes and what not and edit the triggers entity info.

::Things to change in prefabs::

 - In all prefabs there is 1 or 2 clip brushes, Within the entity info there is a script_vector to change the angle the door opens too (Read the coded features for a bit more of a description on the script_vector)

 - In the trigger, you can change the zombie_cost or add script_noteworthy - electric_door

 - You can add both script_noteworthy - electric_door and zombie_cost - value, which will activate the door when the power is on but will not open until the player spends the points to open it (Just a nice little addition I thought would be nice)


Because there isn't a video tutorial for this, I expect there may be issues somewhere so if you don't understand something or have an issue with something, Just reply and I'll get back too you asap.

Thanks,
DuaLVII
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maps:
Undead Town
http://ugx-mods.com/forum/index.php?topic=2294.0 (Release)
Origins 1922
http://ugx-mods.com/forum/index.php?topic=2659.0
[WIP] mapping 39%, weapons 85%, scripts 65%
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cool shit
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Nice to see you sharing some of your ideas again man. Will be using these asap :).

Hope your getting on alright with your pc now aswell  :)
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Slowly but surely, Having to recreate a lot of lost stuff. Some of it I've still got, older versions of but any way.

Hope it all works well.
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More of a pain then anything then. Yh works like a beaut man, no errors and no problems :D. Thanks again
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прекрасно! просто шикарно! спасибо! Great! Thanks!
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прекрасно! просто шикарно! спасибо! Great! Thanks!

what the hell?
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what the hell?


THIS!
прекрасно! просто шикарно! спасибо!

=
perfect! just gorgeous ! thank you

lol
Last Edit: October 18, 2014, 03:58:01 pm by OfficialMT22
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Your welcome :)

Also it's nice that you took the time to translate that to Bulgarian but just a little bit of info not many around here know;
I'm from England but live in Bulgaria :)
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It was in Russian)))
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This is why it's a bad idea to learn Bulgarian and Russian, can never tell the difference in the end.
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Working perfectly, dude, thanks :D
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Works perfectly! excuse my stupidness, but how can i add another action to happen when you buy the trigger?

 
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