Quadrilateral Cowboy

Quadrilateral Cowboy

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Creating Pneumo Doors (code doors)
By cheese legs
How to create coded vault doors like those in the Satsuma job for your map.
   
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Intro
First of all, I am by no means a mapping, modding, or DarkRadiant expert (in fact I am learning DarkRadiant in order to hopefully make maps for this wonderful game). After spending hours figuring out how to create one of these doors (its not really that difficult I just have very little experience with the program) I figured it would be helpful for others to have a guide. If I'm overlooking something or doing something wrong feel free to put corrections and suggestions in the comments!

this guide is WIP i will add images and do some fact checking but this should still help you if you are stuck

I mostly learned this by experimenting and opening the Satsuma map and copying/learningfrom how Blendo set these up.
The Components
To create a functional code door, you need 4 entities and a spline.
These entities can be placed pretty much anywhere, as far as I know.

The door : func_rotdoor

This entity must be created from a brush, but we will change it to a model later. Create a small brush, select it, and either use Change entity class... or right click and Create entity... to change the brush into a func_rotdoor entity.
Then, change the model to "models/doorbank/tris.ase"
For this guide we will leave the name as "func_rotdoor_1"

The basket : pneumo_basket

This entity can be created without a brush with rightclick>Create entity...
As before I will reference this as the default name "pneumo_basket_1"

The bell : pneumo_bell

Pretty much the same as the basket, it is named "pneumo_bell_1"

The code wheels : "target_wheelmanager"

The 4 codewheels are spawned by this single entity, and it appears as a blue square with arrow in the editor. To make the dials look as they do in the Satsuma map align the square <add pictures and coordinates later>


I will talk about the spline later in the guide
Linking the Components
In order for the components to actually work, they must be "linked" together in the entity properties. These properties are hidden by default, but become visible when "Show inherited properties" is checked.


select the entity, and assign the following properties the appropriate values.

func_rotdoor properties

showname - 0
(This property controls whether the door is shown through walls and in the Telnet. Since we want to unlock this door with a code and not the deck, set this to 0.)

move_time - default 2
(i'm pretty sure this is how long the door takes to open and can be experimented with)

right click and add the following property:
locked - 1
(this is present on the doors in the satsuma level but im not sure if it is neccessary. add it to be safe)


target_wheelmanager properties

pneumomaster - pneumo_basket_1

doormaster - func_rotdoor_1


pneumo_basket properties

bellname - pneumo_bell_1

spline - spline_1
(this is what we will name the spline later)

splinetime - default 4
(adjust this depending on how long you want the code capsule to take)

If you wish to change the angle of the basket or make the capsule appear askew add the following property

capsuleangle - degrees (upright is 0 or 180)


pneumo_bell propertues

none of these really need to be changed unless you want to change the sound or something
The Spline (the capsule path)
Creating the Path

A spline is used to create a path for the capsule to travel along. This spline is made with a NURBS curve. First, create a NURBS curve by using the Curve menu at the top or the button in the lower left.
With the curve selected, enter vertex mode with the button in the top toolbar or the V key.
In this mode, use the various nodes to manipulate the curve, and use the buttons in the lower left to add or delete nodes.

(note:curve nodes must be selected with shift-click just like entities)

The origin of the curve (shown by the RGB/XYZ thing) represents the spawn point for the code capsule and the curve should end inside the basket, centered and 8 units from the bottom.


Spline Properties

Once you have the desired path, you must change the curve into a static object and change the name. Do this by changing the classname to "func_static", and the name to "spline_1".

This changes the curve into an uneditable object that the pneumobasket can use to bring the capsule along. If you need to change the line, either make a new NURBS curve or change the classname back to "func_splinemover". (this might change the name as well so be sure to change it back also)
Making a Tube
not sure how to do this efficiently yet, look for darkradiant tutorials on creating curved surfaces
9 Comments
Spanospy 10 Mar @ 4:00pm 
cool guide
MntBerryCrunch 26 Dec, 2020 @ 10:54pm 
cool guide
kaesujo 28 Oct, 2020 @ 7:42pm 
cool guide
Ɲ 8 Apr, 2020 @ 9:51pm 
cool guide
tanasinn 27 Mar, 2020 @ 11:37pm 
cool guide
Kaz 7 Nov, 2019 @ 6:35pm 
cool guide
piss baby 29 Mar, 2018 @ 1:02am 
cool guide
Pharto 22 Aug, 2016 @ 10:22pm 
cool guide
Dakae 2 Aug, 2016 @ 10:44am 
cool guide