ZylonBane on 14/10/2013 at 05:04
In my amateurish fumbling in DromEd, I've discovered that you can place the Door/Translating property on a breakable window object to allow it to block sound when intact, and pass sound when broken. My question is, is this a horrible abuse of the engine which will end up summoning the wrathful elder gods of DromEd somehow?
gigagooga on 14/10/2013 at 05:44
It depends on where you place it and how roombrushes are set up.
If you have sound blocking object in middle of roombrush it will make sounds act weirdly in that specific roombrush, so it might work just fine if its sinked in wall and has its own slim roombrush, but i recommend to test it carefully in any case.
ZylonBane on 14/10/2013 at 06:19
Not an issue. I've set up the room brushes door-style, with a pair of thin room brushes in the frame on either side of the window.
gigagooga on 14/10/2013 at 19:22
can't you just do that with one roombrush in windowframe?
I have had some interesting issues with sound blocking windows, such as the one in which there was window between room and corridor which blocked sound 50% and doorframe fairly near between the room and corridor with door that also blocked 50% of the sound. Together they blocked all the sound coming from the room, and if you opened only the door it still suppressed everything 100%. then, when you broke the window you started hearing half of the sound, and when closed the door and reopened it again, sound started to flow as it should have. :P
ZylonBane on 15/10/2013 at 00:35
Quote Posted by gigagooga
can't you just do that with one roombrush in windowframe?
Doors automatically link to two room brushes so they can regulate sound propagation between them. Using only one room brush across a door frame
usually works, but makes it somewhat unpredictable which other room brush the door will link to.
john9818a on 15/10/2013 at 01:00
I didn't have any problems in several of my missions where I used either rotating or translating door properties on a breakable window.
john9818a on 15/10/2013 at 16:17
Actually the breakable window already has the door translating property and StdDoor script on it so it was designed to work as a door to begin with. I've noticed that when an object is slain the script takes place first before the object corpses into another object. The same thing occurs on an AI with TrigSlain.