Door question [Solved]

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Cerfon Rournes
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Door question [Solved]

Post by Cerfon Rournes »

Is there a way to change how close you have to be to a door before it opens?
Thanks! :D
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Re: Door question.

Post 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.
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Re: Door question.

Post by Cerfon Rournes »

AH! Didn't know I had to do it like that: :( Okay, thanks for your help!
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Re: Door question.

Post 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.
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Re: Door question.

Post by Cerfon Rournes »

^^Mav saves the day once again! Thanks!! :mrgreen:
*EDIT*
I think this should be added to the FAQ :wink:
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Re: Door question.

Post 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.
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Re: Door question.

Post by Cerfon Rournes »

Hmmm...never mind then....
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Re: Door question.

Post 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
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