I added the dea1_prop_door to my map, with the correct .msh, .odf, and .tga (edited to match the non-moving dea1_prop_door_ajar, also in my map).
I wanted this door to open like the numerous ones on IC_Delinquent's Imperial Base, so I copied the corresponding .anims, .zaabin, and .zafbin and placed them into my world's MUNGED folder. This method worked with the dea1_prop_door_blast, so I thought it should work here.
However, it does not. I walk up to them and they stay shut. I tried a clean and munge, to no avail (How many times have I said that? Lol).
My obvious question is: how do I get them to open?
Door Doesn't Open (Slightly)
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Null_1138
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Door Doesn't Open (Slightly)
Last edited by Null_1138 on Sun Feb 01, 2009 12:10 am, edited 1 time in total.
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FragMe!
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Re: Door Doesn't Open
When you say you took the dea1_prop_door.odf and edited it to match dea1_prop_door_ajar.odf does that mean you took out the animation statements?
Also what animations did you copy over? Only the dea1_prop_door anims will work on that door.
Also what animations did you copy over? Only the dea1_prop_door anims will work on that door.
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Null_1138
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Re: Door Doesn't Open
Whoops. I meant to say I changed the skin for the dea1_prop_door so it matches dea1_prop_door_ajar. I never changed the .odfs.FragMe! wrote:When you say you took the dea1_prop_door.odf and edited it to match dea1_prop_door_ajar.odf does that mean you took out the animation statements?
EDIT: The doors do work. Its just that they don't open for you. I discovered this like so: I walked up to it and just pushed against it. I jumped, it opened slightly, then closed just as quick.
I think I found the .odf line that makes the approach to open larger. Can someone confirm that all I have to do is change the 1.0 to a number greater?
Code: Select all
AnimationTrigger = "hp_door 1.0"-
FragMe!
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Re: Door Doesn't Open (Slightly)
Yes the greater that number the farther away you can be to trigger the door to open
I like 4.0 myself
I like 4.0 myself
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Null_1138
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Re: Door Doesn't Open (Slightly)
Alright, thanks Fragme!
