Thanks for your answer! Rep. inbound!
(01-25-2013, 10:47 AM)The chaser Wrote: Haven't you tried copy-pasting the main settings from the original doors? It's just easier.
I copied each value manually but I compared several entity-files in Notepad++ to make sure I didn't miss any important options. Of course everything was identical but not successful.
Quote:The door sounds go in the joint. This joint controlls the body, which controlls the mesh. Just go to View<Outline and assign the parent and the child (the joint parent is the small and non-gravitatorial body which you set in the invisible part of the door (the hinges) and the child of the joint is the body which contains the door's mesh.
Yes, I attached child and parent to the joints in exactly this way. Aside from the player gravity collision issue I can grab the doors and open and close them without any problems. So the bodies are attached correctly.
Indeed I can assign a sound directly to the joint. But then only the sound being played when reaching the joint's minimal angle (that means the closing sound) work.
That way the whole entity works exactly like the elevator_door-entity: While moving the door, the moving sound is being played, upon slamming the door shut the closing sound is being played. Nothing more, nothing less.
Quote:Just some tips. Try deleting the entity and making another one with these settings, just in case.
I tried that one, too. It only led to the same unwanted result.
Now something new:
Since yesterday I seem to have located the source of my problems:
All of the mentioned behavior is caused by using more than one hinge joint!
After writing my initial post I just remembered that I checked everything but the amount of joints. Since all doors behaving like I wished my door would only have one single hinge joint and since the elevator door and my door have two hinge joints I thought there might be a correlation.
And yes, after deleting one hinge joint and setting the mass of the now unattached door body to zero (thus making it static) my door worked exactly like it should - aside from now only one side being movable.
With
only one hinge joint the door snaps close, plays sounds upon opening and closing, is unaffected by the player's gravity and so forth.
But
just by adding a second hinge joint, the door's behavior changes back to its "faulty" state.
It seems to me as if this behavior is determined by the system and not changeable.
So now I think I have to familiarize myself with Blender to divide the two submeshes of the left and right sides of the door into seperate files and to create two single door entities to place them side by side in the level editor. Through scripting I can then make them both work together in union like they should (locking/unlocking etc.).
If anyone has better solutions, please tell me.