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Making cupboard doors fly open?
Marein Offline
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Joined: Oct 2010
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#9
RE: Making cupboard doors fly open?

(10-18-2010, 04:51 AM)jens Wrote: The SwingDoor entity is only for objects that have 1 door, not 2 like the cabinet. While it works it does not have 100% support for everything that a 1 door entity have. So GetSwingDoorState does not work I think.

Add two areas instead and then check collision between entity and areas as doors move in/out of them.
Thanks for the reply! I'm still having trouble, though. I tried the following, with an area just in front of the cabinet called DoorsArea:

AddEntityCollideCallback("cabinet", "DoorsArea", "CollideClosetDoors", true, 0);

And ran the function CollideClosetDoors with a debug message in it, but it didn't show when I opened the doors into the area. I also tried it with cabinet_Body_1. Is this the correct way of referencing part of an object? If not, perhaps the correct way will fix it?

Edit: Answered my question about referencing Body_1 by looking in the Amnesia levels Smile Still not really figuring it out though. Think I'll take a different approach to solving the situation for now, though a solution is still welcome! Smile
10-18-2010, 06:17 AM
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Messages In This Thread
Making cupboard doors fly open? - by DrMelon - 09-15-2010, 01:01 PM
RE: Making cupboard doors fly open? - by jens - 09-15-2010, 01:50 PM
RE: Making cupboard doors fly open? - by DrMelon - 09-15-2010, 01:56 PM
RE: Making cupboard doors fly open? - by Marein - 10-18-2010, 03:08 AM
RE: Making cupboard doors fly open? - by jens - 10-18-2010, 04:51 AM
RE: Making cupboard doors fly open? - by Marein - 10-18-2010, 06:17 AM



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