Sc-Fi Doors (Problem)
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1lynx1
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Sc-Fi Doors (Problem)
as you all probly know ive been makeing a stargate mod for medal of honor as it has been christmas i havent done much in the last month i have made the doors but im haveing a problem,
The doors are like this and need to go in direction of the arrows
http://img388.imageshack.us/img388/1395/doorsiz5.jpg
what angles do i need for this ?
Thanks,
Lynx
The doors are like this and need to go in direction of the arrows
http://img388.imageshack.us/img388/1395/doorsiz5.jpg
what angles do i need for this ?
Thanks,
Lynx
If they open to the east and to the west, use 0 for the right one, and 180 for the left one, otherwise use 90 and 270.
If you want to see a soft movement, create the 2 doors as script object and use a script like this
$door1 and $door2 are just the targetnames of the script_object doors, door1range is the distance the door moves when opened. For opening use moveWest, for closing use moveEast, or moveNorth and moveSouth.
The trigger for opening/closing has the targetname opendoortrigger. I know, it's a bit uhm..long
but you might try it and play around with the parameters. No Sci-Fi doors opens with a constant speed 
If you want to see a soft movement, create the 2 doors as script object and use a script like this
Code: Select all
main:
level.door1stat = 0
level.door1range = 60.0
end
opendoor:
$opendoortrigger nottriggerable
thread opendoor1
thread opendoor2
end
opendoor1:
local.t = 0.0
for(local.i = 0; local.i <= level.door1range; local.i++) {
local.t = (level.door1range / -2 + local.i) / level.door1range
$door1 time (local.t * local.t)
if (level.door1stat == 0) {
$door1 moveSouth 1
} else {
$door1 moveSouth -1
}
$door1 waitmove
}
end
opendoor2:
local.t = 0.0
for(local.i = 0; local.i <= level.door1range; local.i++) {
local.t = (level.door1range / -2 + local.i) / level.door1range
$door2 time (local.t * local.t)
if (level.door1stat == 0) {
$door2 moveSouth -1
} else {
$door2 moveSouth 1
}
$door2 waitmove
}
wait 1
if (level.door1stat == 0) {
level.door1stat = 1
} else {
level.door1stat = 0
}
$opendoortrigger triggerable
end
The trigger for opening/closing has the targetname opendoortrigger. I know, it's a bit uhm..long
...waking up in the middle of the night with your hands covered in blood and you have no idea what happened.
You can use every grid size you want to use, as long as the door is not totally hidden in the wall after you've opened it.
Changing the grid size does not change the world units. If the door has a width of 64 units, use a lip value of 60 for example.
Changing the grid size does not change the world units. If the door has a width of 64 units, use a lip value of 60 for example.
...waking up in the middle of the night with your hands covered in blood and you have no idea what happened.
