marbleman on 18/2/2017 at 18:59
How do I create automatic doors that open when approached and then close by themselves (like in real-life shopping malls)? They have to react to both the player and AIs.
Additionally, I want these doors to be non-operable at the beginning and get activated by flipping a switch.
FrenchDecay on 18/2/2017 at 20:08
Well, you can take care of the open/close part with a boundtrigger, it reacts to both player and AI. However, you may need to remove the path avoid : repel/block path property because AI may consider the door as an obstacle since they would be unfrobbable.
About the lever who powers the door, I can think of a couple of ways : you can either opt for a requirealltrap with both the lever and the boundtrigger, but it would mean that no AI should have a patrol route going through these doors; OR you could use a teleporttrap which, when you flip the switch, teleport the boundtrigger to the doorway and allow its opening (although again it'd mess up the AI probably).
These should work, although these surely are unconventional ways to do it and there is probably something designed for this specific purpose in the game itself :cheeky:
ZylonBane on 18/2/2017 at 21:14
SS2 does that by sticking a lock between the trigger and the door.
LarryG on 18/2/2017 at 21:48
I also advise that you read through the wonderfully written (
http://thiefmissions.com/telliamed/scripts.html) descriptions of the standard gen/convict scripts. You may be able to figure out alternative approaches that better suit your exact situation by doing so,
marbleman on 18/2/2017 at 23:45
Thanks! :)