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Door question [Solved]

Posted: Sat Dec 18, 2010 1:49 pm
by Cerfon Rournes
Is there a way to change how close you have to be to a door before it opens?
Thanks! :D

Re: Door question.

Posted: Sat Dec 18, 2010 2:22 pm
by ryukaji
you gotta do that in xsi
http://www.gametoast.com/forums/viewtop ... 36&t=14540

unless you animate it through ze, and scripted it in your .lua then you could control your trigger region. but this is a longer process if your adding a lot of doors.

Re: Door question.

Posted: Sat Dec 18, 2010 2:27 pm
by Cerfon Rournes
AH! Didn't know I had to do it like that: :( Okay, thanks for your help!

Re: Door question.

Posted: Sat Dec 18, 2010 2:31 pm
by Maveritchell
ryukaji wrote:you gotta do that in xsi
http://www.gametoast.com/forums/viewtop ... 36&t=14540

unless you animate it through ze, and scripted it in your .lua then you could control your trigger region. but this is a longer process if your adding a lot of doors.
That's not true. If you read through the tutorial, you'll note that while your trigger primitive is created in XSI, it is scalable through an .odf line:

Code: Select all

AnimationTrigger  =     "hp_bdoor 16.0"
The number following the trigger name can be used to universally scale the trigger's size.

Re: Door question.

Posted: Sat Dec 18, 2010 2:33 pm
by Cerfon Rournes
^^Mav saves the day once again! Thanks!! :mrgreen:
*EDIT*
I think this should be added to the FAQ :wink:

Re: Door question.

Posted: Sat Dec 18, 2010 2:59 pm
by Fiodis
Cerfon Rournes wrote:I think this should be added to the FAQ :wink:
Eh. What Mav quoted is already in the modelling FAQ.

Re: Door question.

Posted: Sat Dec 18, 2010 3:09 pm
by Cerfon Rournes
Hmmm...never mind then....

Re: Door question.

Posted: Sat Dec 18, 2010 3:28 pm
by ryukaji
Maveritchell wrote:
ryukaji wrote:you gotta do that in xsi
http://www.gametoast.com/forums/viewtop ... 36&t=14540

unless you animate it through ze, and scripted it in your .lua then you could control your trigger region. but this is a longer process if your adding a lot of doors.
That's not true. If you read through the tutorial, you'll note that while your trigger primitive is created in XSI, it is scalable through an .odf line:

Code: Select all

AnimationTrigger  =     "hp_bdoor 16.0"
The number following the trigger name can be used to universally scale the trigger's size.
very cool didnt know that either, but then again Ive never played much around with doors