Trader door movements?

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

shadowwill

FNG / Fresh Meat
Jun 14, 2007
535
78
0
What i cant figure out how to do is specify which direction the doors should go.

I want my trader door (its a big boulder) to move directly downwards about 300 units so its not visible. But i cant for the life of me figure out how to do it. Could someone give me a bit of a run down on how to use the doors?

Thank you.
 

Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
0
In Mission Mode
its ez here's what you do.

ok select your door.

(right click)

goto mover, Key 1
this is your open position

Ok now goto mover, Key 0
This is your closed position

Thats it

Make sure you go back to key 1 (open position) after you set the open and closed position to make sure that its in the proper place. sometimes they move on you
 

shadowwill

FNG / Fresh Meat
Jun 14, 2007
535
78
0
Alright can you tell me how to set up a normal door? its driving me mad!

I have 2 doors together (barn style). I also have a usetrigger. I copied a few doors from other maps but want to know how to make them for myself. SO i have the doors in the right place with each key. But now when i go to use it, they dont move at all, but i can weld it, sort of. It plays the welding animation and sparks but it doesnt actually get welded.

Could you describe the steps to making a functional door?

Thank you.
 

avp2501

FNG / Fresh Meat
Jul 4, 2009
976
51
0
Lost in the land of Magic
Start from scratch:

1) make a kftraderdoormover
2) place it where you want and adjust the size of door to fit area
3) where you have placed it is key 0 (this should be in a closed position)
4) go through the menu and select key 1 (it should look like nothing has happened)
5) use the rotate tool to move it to the desired END location
6) go through the menu and select key 0

by selecting key 0 and 1 you should be able to see where the door starts (closed position) and where it ends (fully open position).

Make sure you leave it in key 0 when you are done playing with it so that when you do play the level the door is already in the closed position.
 
Last edited:

shadowwill

FNG / Fresh Meat
Jun 14, 2007
535
78
0
Dont i need a door trigger? all the other doors i see have them.

And also is there a way to make the door start open?
 

shadowwill

FNG / Fresh Meat
Jun 14, 2007
535
78
0
Yes its not the trader door im confused with, thats just the name of this thread which i made several days ago.

Anyway, ive managed to get it working, thanks AVP. All i need to do now is make it start open, is that possible? ive checked through the options and i cant find anything that would suggest it starts open.

EDIT : i just tried starting with the door in frame 1 position. It started open but when i use the door it instantly moves to the closed position, without seeing it actually close.
 
Last edited:

avp2501

FNG / Fresh Meat
Jul 4, 2009
976
51
0
Lost in the land of Magic
the keys are just a number sequence - 0,1,2,3,4,5 etc etc

the starting position is 0. so if you want a door to start open, you move it to your open position using 0. if you want it to start closed do the same thing with 0

if its a trader door then the trader event will open it for you so there is no need for a switch.

if its a regular door make sure you use "kfdoormover" instead of "kftraderdoormover" - this makes a big difference.

key 1 is where you want the door after something has triggered it (trader event or switch)
 

shadowwill

FNG / Fresh Meat
Jun 14, 2007
535
78
0
I tried that, but when it was open (0) i was able to weld it, and when it closed (1) it wasnt. So it was only weldable when it was in the open position.
 

THEDDLE

FNG / Fresh Meat
May 14, 2009
846
16
0
Hey.

Hey.

Ok. Quit confusing him.

1st find the static mesh you want to use as the door under static meshes.

2nd click on that door or what ever you are wanting to do.

3rd in your sdk you have a little blue box with 4 black arrows coming out on it. Right click on it and you get different movers. You want KFDoormover for regular door. Click on that.

4th After you click on it the static mesh you had highlighted will be added to your map as a KFdoormover. Pink. It will be put in place around your red brush box or what ever shape you selected.

5th. Grab the pink door put it into place where you want it. Resize it in display options to fit your door opening you already made.

Now you have your door in place.

6th You hightlight the door again. Right click. About 3rd down is mover. Set your mover to 1 in the closed postiton. Now pivot your door to where you want it to open to. Right click again and set the mover to 0 base. This should make the door close again. So your door is set.

7th Go into actors. Little pawn chess piece on top. Go down to triggers. Expand it. Click on KFusetrigger and place it in your door way. This will be your trigger.

8th Open the KFusetrigger actor properties. Click on events. Under event name it. Like Door 1. This will be your event for the door.

While in there you can go down to Use Trigger. Enter what your message you want them to see when using.

Under collision you can change the radius you want it to take to open it. So like a big door you might want it to be bigger. Instead of 85 maybe 125. To figure out your radius I use the cylinder brush. Set the radius to it and place around where the middle of the door is on your trigger. This will give you an idea of where people have to be to use it.

Under KFusetrigger there is max weld. Usually 600. You want it to be harder to weld up the number. Easier lower it.

This is your basics on the trigger.

9th Now go into properties of your door.

Under Events you want to name the tag the same as the event of the trigger so door 1. Now they are active with eachother.

Another thing you can do to make it harder on people. Go into KF door mover under proerties. The Zombie Damage Reduction Factor is usually at .85. You raise the number and they do more damage. Lower it they do less. I had people complaining it was to easy to hold certain rooms. So I made them harder to weld and the zombie could do more damage.

You can also go into Start sealed. Select true. Go down some and select the start weld. 50 by default I think. Doing this will let the door be prewelded by the number. Someone started a door sealed to 100percent and made the trigger weld very high so it was very hard to unweld. It took 3 people inbetween waves and about 3 waves. Behind it was cash, ammo, and weapons.



10th One last option you can do. Go back into properties under the door. Go to Display. Go to skins. Add a skin. Then you can change the look of the door with another texture. Make the door a different color or whatever.

I have taken the stock door with the door knob. Exported it to my photoshop with a special plug in. Then erased everything except the handle and hinges. I then have a blank template. Make my own designs and fill it in. I have also taken the same template and replace with other door knobs and hinges. This way it lines up perfect with the door knob static mesh.

This reskin works with all static meshes. It just takes some time and patients to make it look right. The more complicated like a car or chopper the more work. I use the stock ones as templates to reskin. Like I did my Soda Machine.

I hope this helps.


Some more info. Above is the same for trader door. You just use the trader door mover instead of regular door. The event and tag would be the same other instead of trigger you are aligning the shop and the trader door under events.

So under shop properties events set event to Shop 1. Under the door properties KFDoortrader set Tag to shop 1. Every door, trigger, and shop will need a different name.
 
Last edited:

THEDDLE

FNG / Fresh Meat
May 14, 2009
846
16
0
Hey.

Hey.

I remember one more thing. By copy pasting from other maps it will open the direction that it was set in that map. This may cause it to open odd for you. So if you copy paste make sure to know what direction it opens. To find out just highlight the door and right click go to mover and hit one. It will open to the Zero position. Then just right click again and hit the mover Zero Base and it will go back to the One position. You can change them a little if it is about the same area. However I have had some crazy swinging doors. Just easier to delete it and make a new one if that happens.
 

shadowwill

FNG / Fresh Meat
Jun 14, 2007
535
78
0
Well thanks theddle but i knew all that. But never mind guys, ill just leave it with the door closed, was only for a bit more atmosphere. At least i can now set up doors from scratch.
 

avp2501

FNG / Fresh Meat
Jul 4, 2009
976
51
0
Lost in the land of Magic
Sorry i couldn't find the answer for you.

the only other thing you could try is either having a zombie volume close by so that the zombies will open it before you get there.

-OR-

you could set up an AIscript which would say something like "when game starts open this door" and "end AIscript"
 

THEDDLE

FNG / Fresh Meat
May 14, 2009
846
16
0
Hey.

Hey.

Well thanks theddle but i knew all that. But never mind guys, ill just leave it with the door closed, was only for a bit more atmosphere. At least i can now set up doors from scratch.

I was under the impression you did not know all of this. You could take the door weld off so it can not be welded at all.
 

THEDDLE

FNG / Fresh Meat
May 14, 2009
846
16
0
Hey

Hey

No problem. I imagine it has something to do with setting the numbers not sure. Like 1 for closed 2open and 0 open more. I dont know. If you figure it out let us all know.
 

THEDDLE

FNG / Fresh Meat
May 14, 2009
846
16
0
Hey.

Hey.

I think I figured it out. Ok. You set 1 as close then you open the door and set zero. This closes the door. Now go back to door mover and hit 1 again. This will open it back up. So 1 and zero are set and if you save in the open mode it is open in the game. Stumbled across it by accident.
:D
 

Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
0
In Mission Mode
So 1 and zero are set and if you save in the open mode it is open in the game. Stumbled across it by accident.
:D
yea but when you close the door, it will snap back into place 1st. but then after that it will close normaly. I havent figured this out yet so i just close all my doors, then have zombies open them b4 the players get there.