Beleg Cúthalion on 11/6/2010 at 19:19
It doesn't work with a child actor to GenDoor, however I need a door first of all because it would probably be too hard to create something that is as stiff and makes the "locked" sound when frobbed as a door would. The crates, however, don't have a vulnerability link at all and still react to stimuli (unless of course there are inherited non-visible vulnerability links), which the current door apparently doesn't.
nomad of the pacific on 12/6/2010 at 00:04
Okay, I just tried it and it works.
Add a door. (I used GenDoor from the Actor Class Browser.)
Add a Vulnerability link to WoodVulnerability. (You'll have to type it in. Look under MetaProperty : VulnerabilityObject for a full list of what is available.)
Add all the properties that Tiens mentioned. I'd lower the Main Health Current and Max to 1.0. When it was 5, I had to use five fire arrows to destroy the door.
You may also want to add all this to the door handle. It looks pretty stupid hanging there in mid air after the door is gone. Or you can add a script to destroy it when the door is destroyed. That may prevent it from hanging on if it takes less damage than the door.
BTW, the door still acts like a door when you add all of this. Still fully functional.
On another note, I'm still fighting with the very slow doors, too. Still haven't found a way to make them act right. I'll get back to you when I do.
Tiens on 12/6/2010 at 23:48
Quote Posted by Beleg Cuthalion
The crates, however, don't have a vulnerability link at all
Nonsense! Their "farther" has such a link (Worlds Objects -> Set Dressing -> Crate).
Beleg Cúthalion on 13/6/2010 at 08:07
OK, you beat me on this. :p Anyway, this is what it looks like now:
(
http://s5.directupload.net/file/d/2189/u2jyuy3s_jpg.htm)
Inline Image:
http://s5.directupload.net/images/100613/temp/u2jyuy3s.jpgHowever, as soon as I place one in the map, all the flinderize, death spawn and vulnerability links are gone. Is there some kind of link override option? When I add the vul. link manually, it works, but takes three fire arrows before the door opens (and due to the slow-mo bug it doesn't really open at all).
PS: Speaking of it, apparently it doesn't affect metal doors, don't know about non-gen wooden doors yet (I'm busy with some Arabic manuscript). What about yours, nomad?
nomad of the pacific on 13/6/2010 at 11:20
I figured out why my doors were so slow. I was using custom meshes with exact collision hulls. After I created simple artist generated hulls, they worked fine. I didn't try more complex artist generated hulls, so I don't know if the complexity slows them down.
Beleg Cúthalion on 13/6/2010 at 18:27
Thanks to you all, seems to work now and setting the collision hull to "artist generated" at the gendoor static mesh solved the issue.
Tiens on 14/6/2010 at 00:30
Quote Posted by Beleg Cuthalion
However, as soon as I place one in the map, all the flinderize, death spawn and vulnerability links are gone.
Yes, these links are not shown, when the actor is strait on your map. So what? They are not shown for barrels and crates too. However, if all these kinds of links are applied to the actor (or its farther, or its farther's farther etc.) in Actor Browser, the links will work OK. But to see them in work you should set the property "Death Response" to "DeathResponse_Destroy". In other way the link will not activate.
By the way, links for the blood spawning are not shown on the map either.
Quote Posted by Beleg Cuthalion
...it ...takes three fire arrows before the door opens...
To tell the truth, I don't understand, why the broken door should open. I see no logic here. The player attacks the door - the door falls in pieces (explodes with dust explosion, spawns some flinders and disappears from the map at the end). Nice view and clear way at the result. You want all these to look more attractive? Then add more flinderized links to more verified flinders.
Quote Posted by Beleg Cuthalion
it doesn't affect metal doors
My own experiments showed that it doesn't matter, what mesh you're using. If all the links and properties are correct, the object will destroy properly.
Quote Posted by Beleg Cuthalion
seems to work now
Glad for you. Finally it works :)
Beleg Cúthalion on 14/6/2010 at 07:22
Well, when I add those special links only for the last child archetype, they should be in the map, right? Plus, I believe it didn't work either when I placed it right in the map without adding the links (again).
Also, the door spawns flinders even if the deathresponse is none. I thought opening it (like smashing in the door) by blasting the rotten lock (or the wood around it) was way more realistic than shredding the whole thing. :p Heck, I even have hinge axis coordinates somewhere in my notes to make the door fall down in a very ragdolly way.
PS: The metal door thing was about the slow-mo bug.
Tiens on 14/6/2010 at 21:40
Quote Posted by Beleg Cuthalion
Well, when I add those special links only for the last child archetype, they should be in the map, right?
No, they shouldn't. But they works. For me it's true. The links are visible only if you add them "by hands" strait at the map.
Quote Posted by Beleg Cuthalion
I thought opening it (like smashing in the door) by blasting the rotten lock (or the wood around it) was way more realistic than shredding the whole thing. :p Heck, I even have hinge axis coordinates somewhere in my notes to make the door fall down in a very ragdolly way.
Sounds too complicated. Especially if the half of the doors in the mission will be breakable. But if it will work properly in a mission, well, it will be something really cool.
Beleg Cúthalion on 15/6/2010 at 12:56
No, it's only for a special rotten door... or maybe I add some more, but nothing in general.