Problem; My doors always open outward, never inward... :(

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greenj2

FNG / Fresh Meat
Feb 7, 2010
34
0
0
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Editing here because my initial problem has been solved, but I have another...

Is there some way of having a door set to already be open at the start of a map?

Thanks.



-------Original post------------------------------------------------------------------------------------------
Hey guys, I've been unable to solve this for a while now. No matter where I stand when I activate my doors, they only open in an outward direction, despite having a keyframe to open inward too.

I can't understand how the KFMover, or the KFUseTrigger works out which way the door should open.

My work process so far is to create a KFMover from a static mesh. Place it, assign it the following keyframes:

#0 (base) - closed
#1 - Open, outward
#2 - Open, inward

Then under the KFMover Properties>Events tab, I put in the 'tag' field, say, 'test_door'.

Next I create the KFUseTrigger for that particular door, placing the cone-shape so the larger end is embedded in the door. In the KFUseTrigger Properties>Events 'Event' field I put 'test_door'.

It all seems to work fine, except the door only opens using Keyframe #1, never #2, no matter what side I open it from.

I've compared my assets to original KF map assets and trawled tutorials for a long while with no success. Any help would be appreciated. Thanks! ;)
 
Last edited:

avp2501

FNG / Fresh Meat
Jul 4, 2009
976
51
0
Lost in the land of Magic
One thing thats for sure is door movers are a pain.

It sounds like you've got everything right so there must just be a little glitch somewhere.

Have a look in the "door properties>Mover"

in there change "numkeys" to "2"

if that doesn't work then try "bToggleDirection"
 

TheNoRanking

FNG / Fresh Meat
Feb 6, 2010
34
0
0
Sweden
as avp2501 said you have to select ToggleDirection so that the door knows what side of it you are standing. But that doesn't seem to always work.. In my map KF-Kopper it sometimes work and sometimes not, i have no idea why but it isn't that big of a problem, you can download it and take a look your self here: KF-Kopper
 

greenj2

FNG / Fresh Meat
Feb 7, 2010
34
0
0
Hey guys, thanks for the input. I tried changing the 'bToggleDirection' paramater in the KFDoorMover > KFDoorMover properties window as suggested, with no luck.

Then I found a value within the KFUseTrigger which activates my door, in it's properties window under the 'KFUseTrigger' menu called 'bDirectionalOpen'. It's set to 'False' by default but changing it to 'True' solved my keyframe problem. The door opened both ways...but the wrong way. :p So I just rotated the 'KFUseTrigger' cone gizmo around to the other side of the door, it works perfectly now. :D

Though now I have another question. How do you set up a door to be already opened when the map loads? The police station doors in KF-WestLondon do this, but after comparing those doors to mine I have no idea how.
 

avp2501

FNG / Fresh Meat
Jul 4, 2009
976
51
0
Lost in the land of Magic
As mentioned doors are a pain. I actually set up a test level with a collection of doors that all acted differently. That way I could just copy and paste the correct mover I wanted into the WIP map.

As for the doors that are already open??? Never figured that out. Shadowwill wanted the same thing for kf-crag but we failed.

If the doors keyframe is open then the door doesn't act right. The only way I can think of doing this is by setting the Tag on your playerstart's as the same Tag as the door you want to open. Of course this will look aweful if you spawn right next to the doors (Like you do in Crag).

PS. The doors in West London are all closed, the only reason we see them open is because zombies got there first :D
 

greenj2

FNG / Fresh Meat
Feb 7, 2010
34
0
0
Ahh, I thought that might be the case. That's not a bad idea for a workaround either, so long as players can't see the doors as you say. Thanks man! ;D
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
Though now I have another question. How do you set up a door to be already opened when the map loads?
There should be a setting called KeyNum under Mover in their properties. You can put a number there and the door will start out in this key's position. Otherwise it'll behave normal.
 

greenj2

FNG / Fresh Meat
Feb 7, 2010
34
0
0
Hey Murphy. I tried what you suggested on a few maps and it seems to work, except for one glitch. The doors begin already opened, but when they're triggered for the first time, rather than playing their close animation they snap straight into the closed position. After the first activation, they behave normally.