• Respawning doors
    4 replies, posted
Sup facepunch, I'm currently working on an RP map that's the main map on a server I play on. I was wondering, how could I make it so that doors will eventually respawn after being blown off with the shotgun? (in the server a shotgun blows a door off its hinges) I thought I could use a logic_timer, but I don't know what else.
Just use an ordinary door. Most shotgun door scripts work by disabling the actual door and creating a prop for the thing which falls off. Then after a time the prop is removed and the door is renabled.
I did. The maps been up on the server for about a week now, but the doors have never respawn. Seems to be a problem with the shotgun code, I'll bet they haven't included it because of Gmod 13. [editline]15th November 2012[/editline] Shotgun shared.lua (only the part that has to do with doors): if trace.Entity:GetClass() == "prop_door_rotating" and self.mode == "burst" and (SERVER) then trace.Entity:Fire("open", "", 0.001) trace.Entity:Fire("unlock", "", 0.001) local pos = trace.Entity:GetPos() local ang = trace.Entity:GetAngles() local model = trace.Entity:GetModel() local skin = trace.Entity:GetSkin() local smoke = EffectData() smoke:SetOrigin(pos) util.Effect("effect_smokedoor", smoke) trace.Entity:SetNotSolid(true) trace.Entity:SetNoDraw(true) local function ResetDoor(door, fakedoor) door:SetNotSolid(false) door:SetNoDraw(false) fakedoor:Remove() end local norm = (pos - self.Owner:GetPos()):Normalize() local push = 10000 * norm local ent = ents.Create("prop_physics") ent:SetPos(pos) ent:SetAngles(ang) ent:SetModel(model) if(skin) then ent:SetSkin(skin) end ent:Spawn() timer.Simple(0.01, ent.SetVelocity, ent, push) timer.Simple(0.01, ent:GetPhysicsObject().ApplyForceCenter, ent:GetPhysicsObject(), push) timer.Simple(25, ResetDoor, trace.Entity, ent) end
Any errors in the console or server log? anyway you're better taking this to the lua section.
[QUOTE=mdeceiver79;38466191]Any errors in the console or server log? anyway you're better taking this to the lua section.[/QUOTE] No, no errors.
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