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Lmd_door and Func_door

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Lmd_door and Func_door

Post by Zkyo on Wed Mar 31, 2010 9:56 am

Having problems making a working door? Here’s your solution.

For this example, we will be using a portcullis for a door.
Code:
/place lmd_door 0 model,map_objects/rocky_ruins/portcullis,movement,0 0 120,speed,50

Seems simple, doesn’t it? The problem that a lot of new builders have is that when it moves, it turns at an angle. I have no idea what causes it, but the solution is just to nudge it. “/nudge 0 0 1” works just fine. Also, with the movement key, you use “movement,X Y Z”, not “movement,Z”.


Func_door
This is a bit more complicated. For one thing, you need to have Ultra Utility running. First, find a bmodel and trace it, to get the model number. (*___). After that, stand in the place where you want the door to be and say this, not enter in the console.
Code:
!brushmoveorigin *___

Ultra Utility will have you say an origin. Use that here. (Type this in console)
Code:
/place func_door * origin,[Origin UU gave you],model,*____,angle,-1

Now, nudge that to fit the frame. It may spawn underground or in midair.

Note: You can not scale or rotate bmodels.

Zkyo
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