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Movable Doors
Posted: Thu Apr 15, 2004 8:00 am
by latot
A while ago someone made a vid for a mod with movable doors from SP and had them ontop of Boarding Action and the doors moved. How do you get this to work?
Posted: Thu Apr 15, 2004 8:03 am
by chaosking202
called perfect model injection m friend.
Posted: Thu Apr 15, 2004 8:04 am
by mtxboxfreak
im suposing you mean doors that OPEN?
Well, its all to do with the doors antr (Animation Trigger)
If you extract the doors meta, it should extract the antr as well. Then just rebuild the door into another map and place it in spark edit.
Posted: Thu Apr 15, 2004 8:55 am
by latot
okay thanks, i'll try that out.
Posted: Thu Apr 15, 2004 10:04 am
by MasterNeoChief
Doors need triggers, which won't work in MP maps.
Posted: Thu Apr 15, 2004 10:06 am
by Pwn4g3
Well, mono got it to work in his Guilty Spark conversion....it was either him or someone else, they released a movie...
Posted: Thu Apr 15, 2004 10:07 am
by MasterNeoChief
'Twas Stefander.
Posted: Thu Apr 15, 2004 10:08 am
by Dark Cloud
Doors need triggers, which won't work in MP maps.
'Twas Stefander
Ah... Trying to contradict ourselves now, are we?
Besides, someone even said (I THINK it was Mono... not sure...) that there are 2 types of trigger. Doors, snow, etc. are triggers that DO work in MP. Cutscenes, switches, etc. are ones that don't.
Posted: Thu Apr 15, 2004 10:43 am
by mtxboxfreak
Well, i can tell you door DO work in MP, caus ive got working doors into BG quite easily
Posted: Thu Apr 15, 2004 11:02 am
by seagoat
i suppose that Ai triggers (ie: getting the bot to notice you) do not work. But is there some way to edit triggers or add them to certain items. it would be cool to make a trigger there when someone walked in a certain area, it spawned something.
Posted: Thu Apr 15, 2004 11:11 am
by Dark Cloud
Nope... can't do that... or at least we don't know how to... It'd be awfully nice though...
Posted: Thu Apr 15, 2004 12:36 pm
by MasterNeoChief
Dark Cloud wrote:Doors need triggers, which won't work in MP maps.
'Twas Stefander
Ah... Trying to contradict ourselves now, are we?
Besides, someone even said (I THINK it was Mono... not sure...) that there are 2 types of trigger. Doors, snow, etc. are triggers that DO work in MP. Cutscenes, switches, etc. are ones that don't.
No, I only said Stefander was the one who made the movie.
And Mono was the one that came up that triggers didn't work on MP...
Posted: Thu Apr 15, 2004 1:19 pm
by HunterXI
the thing thhat controls the door opening and closing is the machine [mach]. extract that as well after extracting (and PMIing the model of) the door, and it'll work

Posted: Thu Apr 15, 2004 1:57 pm
by Zeus
Stefander made the GS conversion.
Posted: Thu Apr 15, 2004 4:11 pm
by Seanyboy
HunterXI wrote:the thing thhat controls the door opening and closing is the machine [mach]. extract that as well after extracting (and PMIing the model of) the door, and it'll work :)
You can place it anywhere but if you just walk up to it, it won't open, so what're you talking about exactly?
Posted: Fri Apr 16, 2004 9:16 pm
by seagoat
is this the door that opens when you walk up to it or one where you must press e to activate
Posted: Fri Apr 16, 2004 9:24 pm
by Seanyboy
I was asking about the automatically opening door.
Posted: Fri Apr 16, 2004 9:35 pm
by viperfreek89
well wheres the door model located?
Posted: Fri Apr 16, 2004 9:46 pm
by Veegie
under models
Posted: Fri Apr 16, 2004 10:10 pm
by PRiMoiCoN
ok ....good example......go to the level b40....go to the machine tag.....and recursive save b40_giant door....and decrap it and that....do everything you would do when you would add a perfect model to a map....right before you rebuild the map....go to the build folder...levels\test\mapname....mapname.scnr.xml.....in there go down to the scenery object that you want to replace and instead of
<Dependency>
<Location>0x1020</Location>
<Tagclass>necsejbo