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Old 11-21-2003, 02:18 AM   #1 (permalink)
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Help on doors

can someone plz help me i have started making a campaign and for some reason the door trigger is not working could someone please tell me what is going on?:scary
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Old 11-21-2003, 03:33 AM   #2 (permalink)
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You have to create a location over the door, and put a trigger that commands the door to open when a unit is brought to the location (or whatever condition you want)..

Disable = open
Enable = close

It's the Set Doodad State trigger.
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Old 11-21-2003, 01:54 PM   #3 (permalink)
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Uh, you got that backwards. All doodads/units start out with their doodad "states" disabled, and so if the door is closed when it starts out, it must be disabled at the start. Logic is 1337!
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Old 11-21-2003, 02:08 PM   #4 (permalink)
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Have you ever used doors Tux? I would expect more from you.

Besides to add to what SC fan said . . .

Always select the player "all players" for the door your opening.

/ Doors are Left
\ Doors are Right

Upper ones are the gray doors and lower ones are the darker ones with the gears.


Edit: Ohh i get what you were thinking. He was refering to the trigger action disable it to open it and enable it to close it. And you were thinking a disabled door is . . . Never mind i don't know.

Last edited by Bolt Head; 11-21-2003 at 02:11 PM.
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Old 11-21-2003, 02:14 PM   #5 (permalink)
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Um, ya. *confuggled*

I know you don't really need to use All Players for doors, if you know the player owner of the door, thought its probably safest to use it.
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Old 11-21-2003, 02:20 PM   #6 (permalink)
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The only reason you would want to use specific players is if you were trying so save locations by having a bunch of doors owned by differant players in one location. But generally there is no point to have differant players own a door unless you desire the vision you get from the door itself. Witch is generaly undesired and thus the door is normaly made for a computer. And proboly just one of them. So for saving locations with that idea won't work in most pratical instantces.

Since the Doodad doors (place properly) are neutral Current player or other players will not work when opening it. Most people tend to put the player the trigger is owned for or who the door is opening for. I find it is best to simply say You HAVE to use All players to open the door since thats the way it would be with the default editor and most people don't even realize that doors have a owner. I tend to forget myself to change the player when placeing the X-tra doors.

Also to mention toggleing is generaly a bad idea as well since most times the conditions used is "current player brings at least one men to location door". then the door is toggled and preserved in the actions. The door then just constantly opens and closes while your there making a very annoying effect. I veiw toggleing a door as a escape to not knowing the proper way of opening it.

Last edited by Bolt Head; 11-21-2003 at 02:25 PM.
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Old 11-21-2003, 02:25 PM   #7 (permalink)
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Well as you said, if you wanted to either save locations or if you had two of the same doodad/unit at the same spot that you wanted to use disable/enable on, then you would need to specify different players or it wouldn't work correctly (doodad state only works on one doodad/unit in the location of the player or type you specify, so only one would be opened if they were the same player or if the trigger was All Players). Make sense? At least, thats if I remember correctly (hard to trust my memory nowdays, I think I'm getting senial or something... at age 20 )
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Old 11-21-2003, 02:36 PM   #8 (permalink)
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I think the reasons to stack doors of the same type is rarely used. I can't think of a reason to do it unless your just wanting to make a cool effect. (thinks mmm idea) If the maker actually wants one of these desired effects then they should know the difference on there own. Anyway for instructing purposes it is best to tell people to use All players. I help people with the door bugs all the time and 80% of the time they mess up on the player selected normally current player.
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Old 11-21-2003, 02:41 PM   #9 (permalink)
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Well not necessarily to stack, maybe you just have them really close together to make a wall or something where one location has both of them inside of it. I had that in my fire fighters map, for instance, both with doors and disabled bunkers, which I had overlapping in a few instances such that no one location would be over just that bunker only without the other(s) being inside that location as well.
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Old 11-22-2003, 07:39 PM   #10 (permalink)
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Well thanks guys, I will try it out and let you know what happened and where the campaign has been released. BUT if it doesn't work I will post up the map so someone can see where I have screwed up.....
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Old 11-22-2003, 09:11 PM   #11 (permalink)
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THANK YOU GOD IT WORKED IT WORKED IT WORKED
Thanks for all the help SC Fan,Bolt Head and Tuxedo Templar
you will all be the first to be notified when the campaign is completed and have first rights to the downloading


Moderator's Notes: Don't double post. Added 1 Warning
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Last edited by Lwek; 11-22-2003 at 09:39 PM.
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