Pandemoneus 
 
 
		
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RE: Door Open/Close Depending on Situation 
			 
			
				Played a bit around and found out this helped (instead of AddPropForce): 
AddPropImpulse("castle_1", 1, 0, 0, "World");
  
			 
			
			
 
			
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	| 09-18-2010, 11:35 PM  | 
	
		
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		Dismortal 
 
 
		
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RE: Door Open/Close Depending on Situation 
			 
			
				Hey, i got the same problem with open the door. I tried to make a door like the gust door in the map 00_rainy_hall. 
The Script:
 Quote:void CollideAreaGustDoor(string &in asParent, string &in asChild, int alState) 
{ 
	StartScreenShake(0.003f,0.25f, 1,1); 
	 
	PlaySoundAtEntity("gust_door", "general_wind_whirl.snt", "door_gust", 1.0 / 3, false); 
	 
	SetSwingDoorClosed("door_gust", false, false); 
	SetSwingDoorDisableAutoClose("door_gust", true); 
 
	GiveSanityDamage(5, true); 
 
	PlaySoundAtEntity("scare", "react_scare.snt", "Player", 0, false); 
 
} 
 
///////////// 
////On Start 
///////////// 
 
void OnStart() 
{ 
AddEntityCollideCallback("Player", "gustdoor", "CollideAreaGustDoor", true, 1); 
} 
This is without the partical effect. The sounds and the effects working fine but the door dont move. I studied the orginal script, the original map in the mapeditor and some posts about doors. Without success.
			  
			
			
			
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	| 09-21-2010, 04:20 AM  | 
	
		
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		jens 
 
 
		
			Frictional Games 
			
			
			
 
			
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RE: Door Open/Close Depending on Situation 
			 
			
				You have to push the door with a force or an impulse, as is talked about earlier in the thread. As Pandemoneus says in the post before yours AddPropImpulse("castle_1", 1, 0, 0, "World"); 
 
To get the best effect of something creaking open you will probably have to use timers so that you give a repeating smaller push, instead of one big push.
			 
			
			
			
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	| 09-21-2010, 06:08 AM  | 
	
		
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		Rhaegar 
 
 
		
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RE: Door Open/Close Depending on Situation 
			 
			
				Hi 
 
Im going to try to speak correctly... 
 
Where do you have to create the script? Do you have to create some many of text document and call it with some name?  
 
Thanks
			 
			
			
			
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	| 09-22-2010, 06:31 PM  | 
	
		
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		Pandemoneus 
 
 
		
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RE: Door Open/Close Depending on Situation 
			 
			
				You have to create a new text document and rename it to YourMapName.hps 
Replace YourMapName with the same name of your level file without the extension so you have MyMap.map and MyMap.hps
			 
			
			
 
			
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	| 09-22-2010, 07:04 PM  | 
	
		
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