Game Development Community

Opening Doors

by Rat Carlson · in Torque Game Engine · 09/30/2001 (11:14 pm) · 7 replies

Opening and closing doors are vital to my game as I am sure that they are vital to other people's games. I am a newbie to most of this programming stuff so here's my question. How do I make doors that open in worldcraft? Do I have to edit the v12 .fgd file or is that not enough? Do I have to go into the engine code?

Thanks for the help.

#1
10/01/2001 (2:39 am)
I haven't used worldcraft but you could just make a 3d model fo a door and put it in place manually, then have it be able to open and close with scripts.
#2
10/01/2001 (6:06 am)
G'day,

I was wondering if this method works for both sliding and rotating doors? Also is it possible to have a rotating door open further the more you push on it.

It would be nice to have a door "burst" open if you ran into it, rather than just slowly opening by pressing an "action/use" button.
#3
10/01/2001 (8:02 am)
I believe the preferred way is to use Max to create the doors - this allows multiple animations, including breaking a door down or bursting thru a door. The door is opened by reactivating the trigger mechanism. You can check on the forums for how triggers can be reactivated.
#4
10/01/2001 (10:43 pm)
Thanks David,
Now that I think about it using max for the doors does make more sense than trying to use WC to get the same effects.
#5
11/05/2001 (8:43 pm)
There is a door_elevator ent in the fgd. But I cannot get it to showup in Torque (it's in the dif). Can someone explain how to activate it? BTW If this works, it is a much better way to create doors than using Max. imho
#6
11/06/2001 (8:49 am)
I don't believe the door entity in WC works. It did at one point, but I think this feature was dropped after I left Dynamix.
#7
11/07/2001 (9:58 am)
Well, the DoorEntity is in the parser code in map2dif under entitytypes.h. Does this mean its broken in Torque?