Simple Scripted Doors
by Robert Brower · 03/18/2003 (3:08 pm) · 34 comments
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Please see the readme.txt file included in door.zip. As always, if you have any comments or questions or problems please post them here so that we may all benefit from them. Thank you and enjoy the doors.
Robert
Please see the readme.txt file included in door.zip. As always, if you have any comments or questions or problems please post them here so that we may all benefit from them. Thank you and enjoy the doors.
Robert
About the author
#22
And this is the bug.
05/14/2006 (12:03 pm)
ok, so now, if you add a new door2 blocker2 and goldkey2, and you use the key 1 ou 2 , you can open all the doors.And this is the bug.
#23
I solved that by having different colored keys. Red, Blue, Gold, and Silver. This allowed me to have 4 keys, 4 key'd doors, and doors that didnt need keys.
05/14/2006 (1:54 pm)
@Swan I solved that by having different colored keys. Red, Blue, Gold, and Silver. This allowed me to have 4 keys, 4 key'd doors, and doors that didnt need keys.
#24
05/16/2006 (6:09 pm)
ok, so you create a new datablock for each key?
#25
Otherwise I ran into the same problem of multikeys and multidoors working off the wrong items.
05/17/2006 (9:57 am)
Yea I created a new datablock for each key and copy the script for the door into different door names corresponding with the keys. For ex: I had BlueKey going to BlueDoor, RedKey to RedDoor, etc. This made sure that the inv and doors would only respond when a player had gotten the necessary items.Otherwise I ran into the same problem of multikeys and multidoors working off the wrong items.
#26
Edit: Cant make any sense of this code so im giving up
06/25/2006 (3:02 am)
Would this work on interiors? Edit: Cant make any sense of this code so im giving up
#27
Why do you need two separate models, instead of using a collision mesh with the door?
Tony
06/20/2007 (9:02 am)
Quote:The door consists of an animated milkshape model with no collision mesh exported to a .dts file,
and a transparent model of the same size and shape exported as the door blocker.
Why do you need two separate models, instead of using a collision mesh with the door?
Tony
#28
06/20/2007 (10:30 am)
... because collision meshes are not moving with the animation, so the door would still be blocked, even if the animation "opens" it.
#29
Why doesn't the collision mesh move? Why not just use the door blocker as the door?
I apologize if these are stupid questions. I haven't tried the resource yet. I want to know what I'm getting into first. I'll download the resource and read through it. I should have done that first anyways.
Tony
07/03/2007 (9:56 am)
I'm sorry but I still don't understand.Why doesn't the collision mesh move? Why not just use the door blocker as the door?
I apologize if these are stupid questions. I haven't tried the resource yet. I want to know what I'm getting into first. I'll download the resource and read through it. I should have done that first anyways.
Tony
#30
09/04/2007 (9:00 am)
This doesn't make any sense... It seems the blocker moves out of the way but then when the door closes, it doesn't move back -- I get the "not in range" message every time I try to open it after it closes.
#31
no Door opening or closing, no sounds, no nothing! I am wondering if there is more I need to do to get Torque to animate. I have not changed anything about the Engine, no GUI's, no Coding. The only thing I have changed is the Scripting for the Door resource. I know that I have probably left out a critical step or something, but I was very careful in changing the scripts. I can send any information required to examine this problem, and hopefully, someone can help me figure this out!
04/28/2008 (1:39 pm)
Alright! I have gone through the procedures to create the opening and closing doors, and followed the instructions to the letter, but there is absolutely nothing happening. No Player picking up the Key,no Door opening or closing, no sounds, no nothing! I am wondering if there is more I need to do to get Torque to animate. I have not changed anything about the Engine, no GUI's, no Coding. The only thing I have changed is the Scripting for the Door resource. I know that I have probably left out a critical step or something, but I was very careful in changing the scripts. I can send any information required to examine this problem, and hopefully, someone can help me figure this out!
#32
07/31/2008 (12:23 pm)
Hey does anyone know of a resource that can make graphics which display what keys the player has in the gui HUD?
#33
10/19/2009 (2:27 pm)
This tutorial works to TGEA 1.8 ? Really need a help.
#34
10/19/2009 (2:55 pm)
This tutorial works with THEA 1.8.1 ? 
Torque Owner Louis Dufresne
The blocker closed position was not at the door position, it solved my issue!