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Re: Doors not working
[Re: Doug]
#123176
04/13/07 18:32
04/13/07 18:32
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Joined: Mar 2007
Posts: 776 Poor village - Poland ;)
tompo
User
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User
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
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just use event_trigger function. or put invisible block inside your lift and then... when in_passable and you==lift function lift_move... then in lift function my.z +/- = 10 *time_step; Or maybe I don't understand Your problem well;
Never say never.
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Re: Doors not working
[Re: scurvy]
#123178
04/14/07 09:53
04/14/07 09:53
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Joined: Mar 2007
Posts: 776 Poor village - Poland ;)
tompo
User
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User
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
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Use trigger set trigger to player and to the door and then use if(event_type == event_trigger) Is a good tutorial in help in 3dgs about triggering and door switches.
Never say never.
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Re: Doors not working
[Re: tompo]
#123179
04/23/07 00:40
04/23/07 00:40
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Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink

Expert
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Expert
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
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its really easy using the templates. its a matter of giving the door the appropriate action, then play with the way you want to door to open with the x.y. or z, and using a trigger and make sure the trigger is the same id as the door. you can customize the speed the door opens, and other easy modifications. i usually use trigger range 64 if i want to sonar the door, but you can easily just use an invisible entity right in front of the door set with the same trigger id as the door entity, and voila, open door.
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