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Door Doesn't Open (Slightly)

Posted: Sat Jan 31, 2009 4:15 pm
by Null_1138
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?

Re: Door Doesn't Open

Posted: Sat Jan 31, 2009 4:50 pm
by FragMe!
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.

Re: Door Doesn't Open

Posted: Sat Jan 31, 2009 4:56 pm
by Null_1138
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?
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.

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"

Re: Door Doesn't Open (Slightly)

Posted: Sun Feb 01, 2009 1:16 am
by FragMe!
Yes the greater that number the farther away you can be to trigger the door to open
I like 4.0 myself

Re: Door Doesn't Open (Slightly)

Posted: Sun Feb 01, 2009 1:56 pm
by Null_1138
Alright, thanks Fragme!