Smartest way to implent trapdoors.
by Ted Lilljegren · in Technical Issues · 07/03/2008 (10:39 am) · 2 replies
What would be the smartest way to employ a trapdoor, IE as an event is triggered, an area that was not accesible before is now accesible? Would it be to simply model the interior(or terrain or whatever you want) so that it allready has a hole and then cover it with maybe a dts, and when the event is triggered simply delete the dts?
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#2
07/03/2008 (4:24 pm)
Thanks. Gonna have to make some makeshift uggly as "fecking hell" (as my kid brother is fond of saying) primitive shapes (Box, rectangel) accompanied by a equally uggly anim. Just out of curiousity, if i play the animation client side only, then you would still collide with the object? Since it did not move on server side?
Torque Owner J.P. Berry
In fact, Plastic Games has a nice tutorial that will show you how to trigger an animation on a .dts when within the trigger, outside, etc. So, you could have the door open when you are close to it, then close and/or lock the door after you've fallen through (if you wanted that sort of functionality).
Check it out:
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=14990
*edited for linkage