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[STILL NOT SOLVED] Zelda OOT Fire Temple - Fake Door Slam
Zokrar Offline
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#11
RE: [UPDATED] Zelda OOT Fire Temple - Fake Door Slam

(01-02-2014, 09:17 PM)Statyk Wrote: In my honest opinion, I would import the door model into 3D software, rig it, and give it that animated wobble and "life". Then when a player interacts with the door, that animation will play, script damage on the player, and have it reset. It'll look more like it and make it more unique.

If only I knew the first thing about rigging & modelling Undecided

01-02-2014, 10:13 PM
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Damascus Offline
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#12
RE: [UPDATED] Zelda OOT Fire Temple - Fake Door Slam

(01-02-2014, 04:25 PM)Zokrar Wrote:
(01-02-2014, 08:39 AM)Damascus Wrote: Also, make sure that the door has mass that's not 0, otherwise it won't move at all.

How do I do this? I didn't see a mass option in user defined variables. It's not the script that's not working now - the door is literally hovering in mid air

P.S., thanks for all the help so far everyone.

Edit: The door has 10 mass & has gravity, but it is still not moving
[Image: GvDTGB9.png]

Try putting values in the other ones too. Like::
Mass: 10
Angular Damping: 0.3
Linear Damping: 0.3
Max Angular Speed: 16
Max Linear Speed: 16

01-03-2014, 12:31 AM
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Zokrar Offline
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#13
RE: [UPDATED] Zelda OOT Fire Temple - Fake Door Slam

Still hovers in mid air. Just a quick thing - I thought the whole idea of static objects was that they don't move. Hence static physics. How come the entity version hovers as well?

01-03-2014, 02:39 AM
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PutraenusAlivius Offline
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#14
RE: [UPDATED] Zelda OOT Fire Temple - Fake Door Slam

What I would do was edit it in the Model Editor, change it to a MoveObject like the move_shelf entity, with 0 indicating at a vertical 90 degrees upwards, and 0 indicating a horizontal 90 degrees to the left side (or just 270 degrees; moving clockwise).

Next would be importing it to Amnesia. Easy probably. Now, add an area below the door and set it as Angular on the properties on the Level Editor. Name it whatever you want, as long as it corresponds with the name of the said area.

Now, script it. There.

I hope it'll work out for you.

"Veni, vidi, vici."
"I came, I saw, I conquered."
01-03-2014, 02:25 PM
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Zokrar Offline
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#15
RE: [UPDATED] Zelda OOT Fire Temple - Fake Door Slam

(01-03-2014, 02:25 PM)JustAnotherPlayer Wrote: with 0 indicating at a vertical 90 degrees upwards, and 0 indicating a horizontal 90 degrees to the left side (or just 270 degrees; moving clockwise).

I am not sure what you're referring to with this

01-03-2014, 03:57 PM
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Zokrar Offline
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#16
RE: [STILL NOT SOLVED] Zelda OOT Fire Temple - Fake Door Slam

Anyone?

01-07-2014, 12:03 AM
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PutraenusAlivius Offline
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#17
RE: [STILL NOT SOLVED] Zelda OOT Fire Temple - Fake Door Slam

(01-03-2014, 03:57 PM)Zokrar Wrote:
(01-03-2014, 02:25 PM)JustAnotherPlayer Wrote: with 0 indicating at a vertical 90 degrees upwards, and 0 indicating a horizontal 90 degrees to the left side (or just 270 degrees; moving clockwise).

I am not sure what you're referring to with this

A MoveObject has two states, 0 and 1.
The first state, 0, should be lying on the floor.
The second state, 1, should be like a regular door.

"Veni, vidi, vici."
"I came, I saw, I conquered."
01-07-2014, 08:02 AM
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