Schwaa2 on 23/4/2003 at 16:08
You can also just add
game>damage model>Death Sttage 12 and it won't break. You also wouldn't have to worry about changing door props (frob info, material tags, ect...)
Thorin Oakenshield on 24/4/2003 at 10:45
I made a glass floor in Secret Weapon. Just place a large Sub portal and resize it to the dimensions of your room.:)
Euphrosyne on 27/6/2011 at 17:14
Quote Posted by mopgoblin
...
To make an object such as a
BreakWin unbreakable, you could add
Abort receptrons to the stims which damage it, or use a
TerrainLike > Windows > TransWin with a different
Shape > Model Name property.
Quote Posted by Schwaa2
You can also just add
game>damage model>Death Sttage 12 and it won't break. You also wouldn't have to worry about changing door props (frob info, material tags, ect...)
Sorry for the bit of thread necromancy, but this is the only one that came up on the search and was relevant to what I need help with.
Ok, I'm new to Dromed and I am trying also to make a breakable window unbreakable. I have tried both Deathstage 12 and I tried using the Receptrons - Abort to various types of stim. When I go into Dromed to test the window, it still breaks. I don't want to play in the terrainLike properties as I would like in the end for the window to be unbreakable but openable (like a door). Is there something I'm doing wrong that it will not stop breaking?
R Soul on 27/6/2011 at 19:33
It might be easier to start with a door and then make it look like a window.
First go into the object hierarchy and find, for example, TransWin5x11. Double click on it to view its properties. Note the Model Name value.
Create one of the metal door objects, and add the Shape Model Name property, entering the value used by the real windows.
Add the property Schema > Material tags and change it to Material Glass.
Edit the property Physics > Model > Dimensions and change the values so that they match the window's size (e.g 5 x 11 x 0.something)
Finally, edit the Door > Rotating property and clear the 'blocks vision' checkbox.
scarykitties on 27/6/2011 at 21:58
If it were me, I would change Game->Dark Gamesys->Slay Result to "No Effect," then set up the same schema as an unbreakable TransWin, otherwise every hit will make it sound like the window is shattering.
EDIT: Night's way probably works best.
Euphrosyne on 28/6/2011 at 05:27
Thanks for your suggestions, I ended up going with Nightshifter's, as it seemed to be the most simple and elegant solution, and works perfectly.
Ricebug on 30/6/2011 at 01:37
NIGHTSHIFTER!!! I thought you were retired and playing in a band somewhere. Thinking about getting back in the game, are we?
john9818a on 22/10/2015 at 19:13
Sorry to have this thread resurrected again, but I have a problem with my glass floor and AI pathfinding.
First I want to say I didn't know Zaccheus past away. That's terrible and sad to see one of our TTLG members go. :(
I have a glass floor in a tower. The AI generally do not have a problem walking across the glass floor because I used the temporary solid brush trick to generate pathfinding in that floor, but sometimes AI can't tell whether I am on the glass floor or on the solid floor one story below. Has anyone had any success with glass floors and AI recognizing where the player is?
Ricebug on 22/10/2015 at 23:27
I used the catwalk archetype and subbed the custom model in. You'll have to change the metaprops for the correct sound.