Beleg Cúthalion on 27/3/2010 at 09:16
Hi everyone,
since my question in the experiments thread wasn't answered, I thought a new thread could maybe help. I want to create a door which is locked but can be opened by hitting it with a dagger or fire arrow/explosive mine. So I've given it some of the properties of crates and other things which can be destroyed in such a way, along with a script. Things look like this:
(
http://s3.directupload.net/file/d/2111/i9lkb99b_jpg.htm)
Inline Image:
http://s3.directupload.net/images/100327/temp/i9lkb99b.jpgHowever, it doesn't work. Any ideas?
massimilianogoi on 27/3/2010 at 13:17
hahah Beleg that opens a new thread... unbelieveble! XD
You have to work on the "get stimulus" voice, in the scripts, something like:
Condition:
"if I take more than 8 of stimulus type: blunt"
Action:
"set my propery blsLocked to FALSE"
I would suggest you to add more script, so that the doors will open also with explosions (stymulus type: T3_explosions),and garrett's blackjack.
Beleg Cúthalion on 27/3/2010 at 21:42
Doesn't work, tested it before and also now. It is a bit strange, I've altered some of my older scripts (which where there to drop things upon some impact, when Shadow SNeaker was making his ghost AIs which should drop their visible armour parts when killed) to react to fire and water stimuli only (beforehand it was impulse and T3 explosive) and now the ladder static mesh in my test map doesn't react to water (although it did before with the impulse stimulus which comes along with the water arrow), but an AI does (they have barrels attached to them which should be dropped in that case). :weird:
Has anyone found out more about stimuli yet? After all the Cradle's flickering lights react to a "cold" stimulus but I cannot see where the puppet pawn (that's a pleonasm, isn't it?) emitts it.
And, to get back to topic, I would be glad if the health thing worked if the stimuli won't. :erg:
Judith on 27/3/2010 at 22:43
I think just giving the door any health won't do because it's not a pawn. I cant imagine that making a "door" under a pawn archetype that would work like a door and have a health like a pawn would work anyway (would it use the ragdoll physics after death?)
I can only guess that it would be easier to make it with some "smoke and mirrors" method: first some kind of "damage receiver", possibly the door itself, then after some damage is done, make the door disappear, create flinders or some wood chunks and smoke to cover up the imperfections.
Beleg Cúthalion on 28/3/2010 at 08:16
The problem is that apparently the door doesn't even notice the stimulus (the rest of the script should be pretty clear, I can test it with another condition). Plus, I don't need a pawn since the small crates and barrels also have health points (five) and can be destroyed. I will try to create a crate looking like a door.
Edit: No success either. Neither a crate dressed as door works (it just falls down although I have a hinged attachment and all the other things from the property list... although I wasn't able to remove some of the physics properties) with a script querying the health state, nor a door reacting to stimuli . :erg: Any ideas? Wasn't there a Wiki page explaining what properties you have to add to turn one object type into another? I'll have a look...
massimilianogoi on 31/3/2010 at 11:28
Then I can't help you, Beleg... and it's been some time that I neither work on the editor, because I'm focused on other things at the moment, so I neither can try some way.
Beleg Cúthalion on 8/6/2010 at 20:51
I tried to work on my mission the last two evenings (I'll spare you the story about lots of work...) and while I had some success working with replacement stimulus catchers (I haven't found out though which work... some crates catch the stimulus and the script can detect it, but some don't react at all although I cannot find any material or physics or collision hull differences), I have the strange problem now that some GenDoors in my FM (for testing I have a smaller map) open either not or very slowly, as if their doorspeed was very low or they had too many mass pounds, which however isn't the case. Some metal doors vanish as soon as I enter the map. :weird: Any ideas?
nomad of the pacific on 8/6/2010 at 21:45
Have you tried giving the item Vulnerabilities? I don't think stimulus works well without them. If I recall correctly, you have to make a link to the Vulnerability. If you need help, I'll find how I did it in my test map and get back to you.
As for the very slow doors, I've had the same problem. I hope to work on that later today. I'll let you know if I have any luck.
Beleg Cúthalion on 9/6/2010 at 20:46
Thanks, I won't be able to use T3Ed until the day after tomorrow and I have only a very blurry idea of having seen the vulnerability links before. Still, quite a strange thing that it's so different for similar actors.
Tiens on 11/6/2010 at 00:01
Quote Posted by Beleg Cuthalion
I have only a very blurry idea of having seen the vulnerability links before
Very shortly:
1) create a new actor in the Actor Browser for the door
2) add a link of the vulnerability type from this door to the "Wood Vulnerability"
3) add a couple of links of "Flinderize" and "Death Spawn" types. Or simply copy these links from one of the barrels (Worlds Objects -> Set Dressing -> Barrel).
4) change the Health properties to:
- Death Response = Destroy
- Health State = Alive
- Main Health:
--- Current = 5.00 (or any number you'll like)
--- Location = BodyLocation_None
--- Max = 5.00 (or your own number from the "Current" row)
I have no idea, will the door work properly as a door, sorry. But it should destroy.
Quote Posted by Beleg Cuthalion
Still, quite a strange thing that it's so different for similar actors.
It is not different at all. Health properties don't work without the vulnerability links. But if such a link is already applied to the "farther" actor (I mean, in the links list), it automatically applies to all "children". For example, you don't see Vulnerability in the links list for every NPC because the "farther" of all NPCs already has the link to "Human Vulnerability". Check the links for "T3AIPawnHuman" actor.