• Making a successful func_door with GLua
    3 replies, posted
I've been trying to do this, but the door doesn't seem to respond at all, I'll post the code I have so far. [lua] local FixedDoor = ents.Create("func_door") FixedDoor:SetPos( Vector(0,0,0) ) FixedDoor:SetModel("models/props_c17/door01_left.mdl") FixedDoor:Activate() [/lua] I get one error, and I can't figure out what's causing it or how to fix it. Any help would be appreciated. ERROR: Can't draw studio model models/props_c17/door01_left.mdl because CBaseDoor is not derived from C_BaseAnimating
Use prop_rotating_door class. Func_ classes are for brush entities.
[QUOTE=Robotboy655;45560966]Use prop_rotating_door class. Func_ classes are for brush entities.[/QUOTE] I'm using prop at func_door, when I set pheonix prop everithing fine, but when try to gate prop: this error
Oh no, i remembered, prop does not matter, but anyway i know work around! U need use PropDynamic for simulate door visually and set no draw func_door to avoid spam error + disable shadow on func_door to avoid double shadow, and parenting prop_dynamic to func_door for weld it and disable collision of prop_dynamic Piece of my code: [CODE] local door = ents.Create("func_door") door:SetModel("models/hunter/blocks/cube1x2x025.mdl") door:SetNoDraw(true) door:SetPos(Pos) door:SetAngles(Ang) door:SetKeyValue("movedir","90 0 0") door:SetKeyValue("noise1","doors/doormove3.wav") door:SetKeyValue("noise2","doors/doorstop1.wav") door:SetKeyValue("rendercolor","255 255 255") door:SetKeyValue("renderamt",255) door:SetKeyValue("speed",100) door:SetKeyValue("lip",-85) door:SetKeyValue("targetname","sdoor") door:SetKeyValue("wait",4) door:Spawn() door:Activate() local dprop = ents.Create("prop_dynamic") dprop:SetModel(door:GetModel()) dprop:SetMaterial("models/props_combine/health_charger_glass") dprop:SetPos(door:GetPos()) dprop:SetAngles(door:GetAngles()) dprop:SetParent(door) dprop:Spawn() dprop:Activate() [/CODE] It works fine!
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