Author Topic: Inventory  (Read 706 times)

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The Happy Friar

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Re: Inventory
« Reply #15 on: March 27, 2017, 11:59:25 AM »
Swinging doors are awesome!  :)  I did one here a while ago:
http://www.sterlingshield.net/home/steve/doom3/july05.html

Here's an idea that might work very well for you & your door:
still use a func_door but have it very fast & transparent (make sure it's still solid).  Have it locked with the key.  Keep it blocking your swing door so you can't access the swing door w/o opening the func_door. 
Now, do your key/lock with the func_door (which supports keys) & when you have the key have it open really really fast, then you can access the swing door.  :)

It's easier then doing scripting to check manually.

argoon

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Re: Inventory
« Reply #16 on: March 27, 2017, 03:15:05 PM »
Swinging doors are awesome!  :)  I did one here a while ago:
http://www.sterlingshield.net/home/steve/doom3/july05.html

Here's an idea that might work very well for you & your door:
still use a func_door but have it very fast & transparent (make sure it's still solid).  Have it locked with the key.  Keep it blocking your swing door so you can't access the swing door w/o opening the func_door. 
Now, do your key/lock with the func_door (which supports keys) & when you have the key have it open really really fast, then you can access the swing door.  :)

It's easier then doing scripting to check manually.

That is a nice work around indeed! Nice thinking outside the box. :)   

My swingDoors are working for the most part, i can open and close them and they play sounds just like the func_door ones, only the key, and required item in player inventory functionality is missing but i'm working on it, btw is missing key functionality at lest to open closed doors at run time, because i coded the ability for my doors to be closed at spawn time, i will try both of your suggestions and see how they work with my interaction system, i don't use trigger boxes or GUI surfaces to open doors like Doom 3 did, i do it like TDM does by "frobbing" or mouse hovering the door, need to see if the invisible func_door will not mess with the mouse trace, at lest for now i need it to detect the correct door for the texture highlight to work.