Rotating Doors / Cabinets / Ramps / Drawbridges

Mapping tutorials KleskBY 0 9
Author: Baker55
Source: https://www.moddb.com/tutorials/rotating-doors-cabinets-ramps-drawbridges

Rotating Doors / Cabinets / Ramps / Drawbridges

Original tutorial by Baker55, first published June 21, 2023. Reproduced with the author's permission. The original article is linked above.

How to construct rotating doors, cabinets, ramps, drawbridges with a map editor.

func_door_rotating

Doors can be made to be all kinds of things in a map ... a fence door, a cabinet, drawbridges, control boxes. Rotating doors rotate around a origin brush that is a small box that marks the center of the door.

Rotating control box Rotating door example Cabinet with rotating door

origin brush (origin is a special texture .. "common/origin")

Looking at a cabinet ...we see the origin brush .. and the part that is the door.

Cabinet origin brush The cabinet door brush Cabinet door in game

distance - opening direction (Image using free J.A.C.K. map editor)

Rotating door distance property

The distance indicates the degrees of turn when the door is opened. The degrees are counter-clockwise rotation degrees.

spawnflags (Image using free J.A.C.K. map editor)

Rotating door spawnflags

Rotating doors will open automatically when a player approaches. To indicate manual use, set the spawnflag 8192 ("use manually"). A manual use door will close automatically, if you want it to stay open set spawnflag 32 ("toggle").

Ramps

Rotation occurs like a real life door. On what Quake considers the Z-Axis.
To get rotation up/down use flags 64 ("X-Axis") and 128 ("Y-Axis") for a different axis.

Related

If you want a rotating wall, use func_wall_rotating with an origin brush and set "avelocity" "0 30 0" for 30 speed for door-like spinning. If you want a model rotating, use misc_mdl_entity and set avelocity.

avelocity is the form of "Y Z X".



Tags: Quake3_Quake1, rotating doors, mapping, origin brush, Baker55

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