JarlFrank on 5/1/2016 at 17:58
Hey taffers, sorry to bother you with a noob question again, but some things aren't that easy to find in the guides (and even less easy to understand if you're new to DromEd) and I searched for "door", "openable door" and "frobbable door" without finding anything.
My issue is: I want to make a window shutter openable, but I chose a model that is apparently not usually frobbable. It has all the properties of a spinny door, but it just isn't useable. It has a StdDoor script and FrobInfo set to Script. Why isn't it frobbable? I don't see any reason for that. I resized the thing but that shouldn't be a problem, should it? I checked everything but can't find any setting that would explain this.
Dale_ on 5/1/2016 at 18:20
This could be due to the object being resized way too much. Sometimes when you have for example a pillar with dimension 1x1x8 and you resize it into a floorhatch at 4x4x1, Dromed can think that the object is 4 times as large and the frob distance increases with it. Try to take several steps back and see if you can frob it from 10 or 15 feet away from different angles? As to how to fix it, Max Pick Distance might help... maybe. But it would probably be safer to use a different object, make your own object, or resize the object in less radical way (for example 1x1x8 would be resized to 1x1x4 and rotated).
Yandros on 5/1/2016 at 18:42
Make sure that Script is set on Frob info under World and not Inventory or Tool Action.
JarlFrank on 5/1/2016 at 19:00
Quote Posted by Dale_
This could be due to the object being resized way too much. Sometimes when you have for example a pillar with dimension 1x1x8 and you resize it into a floorhatch at 4x4x1, Dromed can think that the object is 4 times as large and the frob distance increases with it. Try to take several steps back and see if you can frob it from 10 or 15 feet away from different angles? As to how to fix it, Max Pick Distance might help... maybe. But it would probably be safer to use a different object, make your own object, or resize the object in less radical way (for example 1x1x8 would be resized to 1x1x4 and rotated).
Thanks, that was exactly the issue - I sized it too big. I solved it by making it smaller instead.
EDIT:
But oof, I now downloaded openable windows, and I have no idea how to make them all openable... what do I have to add? Obviously door script and frob info, but once I added door script to one of them, its dimensions somehow became totally weird and created an invisible wall.
While I'm at it, how do I make imported objects that aren't solid (player can walk through them) solid so they block the player's movement?
Xorak on 6/1/2016 at 01:34
You say it created an invisible wall, it likely created that wall to match it's original size. If you go into the Door-->Rotating property, add a checkmark to 'Blocks Vision' and then optimize. Does that invisible wall turn black? If so, you have to open the Physics-->Model-->Dimensions property and match the Size XYZ with the physical size of the object as seen in the world (as per the DWH dimensions in the main dromed window).
There's another option too you can use when importing an original object: take the existing openable window or shutter (or whatever object best matches the properties, size and characteristics of the imported object) and under the Shape-->Model Name property, type in the name of the new object, i.e. something like 'new_window'. Then the old object will look like the new object but all of its unique properties are already in place. For a beginner, this is easier than importing entirely new objects and setting them up, and has the bonus of effectively working the same.
To block player movement, under Physics-->Misc are two properties, one for 'AI Collides With' and one for 'Collision Type'. Add a checkmark to 'AI Collides With' and add the property Bounce to 'Collision Type.' That will make both the AI and the player collide with it.
john9818a on 6/1/2016 at 16:30
I'm wondering if those openable windows were meant to be used with the Door Translating property as opposed to the Door Rotating property. If you add the Door Rotating property to a non-door object it will rotate the visible object 90 degrees and the cog will be at a point perpendicular to the object. I might be thinking of changing a door into another object. My theory is that all of the doors are designed in an object editor with a specific orientation and would be so that the object and door Rotating properties align with each other. I used an armoire as a door and had to adjust the cog offset and rotation angles to make it swing open and close like a real door object.
ZylonBane on 6/1/2016 at 17:51
Quote Posted by Xorak
To block player movement, under Physics-->Misc are two properties, one for 'AI Collides With' and one for 'Collision Type'. Add a checkmark to 'AI Collides With' and add the property Bounce to 'Collision Type.' That will make both the AI and the player collide with it.
Or, preferably, create an archetype for the object under a branch that already has all that stuff set up.
JarlFrank on 6/1/2016 at 19:45
Thanks for all the hints. I'm going to try some of that later. Currently skipped the issue and built another building.
DromEd is a complex beast, but once you get used to it it's not all that bad :D