schleicher on 31/10/2015 at 21:03
Hi
DromEd drives me insane ;-)
I have a door and I want it open as default. After I create it, it already has
the wanted open-angle. So I set in its Property the status to "open".
Close-Angle: 90
Open-Angle: 0
Clockwise is on (but I tried OFF as well)
In Game-Mode (after "Complete Processing") all works fine.
But after I reload the file the door behaves weird. Wrong angle, wrong end-
roation.
Its a "door-13". No scripts added.
What problem could this be?
R Soul on 31/10/2015 at 21:10
You shouldn't use the status value. Put it back to Closed. I think that's for recording what's happened to the door rather than to set its state.
You can create what I call a (
http://dromed.whoopdedo.org/dromed/on_at_start) mission start trigger and give it a CD link to the door.
Yandros on 31/10/2015 at 21:37
I use such levers all the time for these purposes. You can also use the Difficulty > Close (Open) Door property and leave all values unchecked.
schleicher on 31/10/2015 at 22:02
Thanks for this tips.
It works. I choose the Up/Down Switch-Method from R.Souls Link.
I send the Signal via Inverter to the door.
Yandros on 31/10/2015 at 22:45
You shouldn't need an Inverter to make the door start open, the lever should send TurnOn by default. You can set Tweq < JointsState > AnimS to On to insure that.
schleicher on 1/11/2015 at 00:31
I tried that. But without Inverter nothing happens.
The situation: The door is created as usual. Angles are adjusted then. Status is "closed".
As I said, the door is after creating already in that rotation, I want to have. So the door is closed, but
it shows the rotation as it have to be, when open.
Now I have that switch. It sends the door, to be open. And since I set the angles, the door stays
at the rotation, but now it has the state "open", and I can close it and lock with a key.
schleicher on 1/11/2015 at 05:59
I have another 2 problems with that door:
1. It makes no sound, when I close it. Only when I open it, I can hear it.
2. There is a sort of "black frame" around the small outer border.
What I am doing wrong here ?
schleicher on 1/11/2015 at 22:43
Sorry, I explained the sound-problem not exactly:
The sounds are swapped. The door is opened as described.
If I close it, it plays the Open-sound and by open it, it plays
the the close-sound.
The other Problem: I see, that now new created doors have that
black frame too. So it has nothing to do with the switch-method.
I only get rid of that frame, if I disable "BlocksVision". And this is not a
solution.
Older doors, that are already there, don't have that problem. Is it possible,
that the "origin door"-data are changed ?
LarryG on 1/11/2015 at 23:10
It sounds (ahem) like you took a closed door and physically rotated it into what looks like an open position for the door frame. Well of course it is going to sound like an opening door when you "close" it , because you are NOT closing it, you are opening it. The closed door just happens to have been placed in what looks like an open position. It is still a closed door. All doors start closed. Go back. Delete the door. Recreate it so that it is physically positioned to be closed in the doorframe. Then rig a switch or some other means for sending a TurnOn to the door at SIm start. That will open the door for you.
As to the black rectangle you are seeing, that's a special feature of doors which keeps AIs from seeing through them. It appears when the door is closed, but because it is in its frame, you can't see it. When the door opens, the black rectangle goes away. But because you took a closed door out of its frame, you now have the privilege of seeing the rectangle on the closed door. To fix this, again, go back. Delete the door. Recreate it so that it is closed in the doorframe. Then rig a switch or some other means for sending a TurnOn to the door at SIm start. That will eliminate the visible black rectangle.
Now if you happen to have a door with a window in it, or a half door, which an AI is supposed to be able to see through, you can un-tick the Blocks Vision checkbox on the Door > Translating or Door > Rotating menu, according to the type of door it is.
john9818a on 1/11/2015 at 23:15
The black frame actually goes through the entire door and prevents the AI from being able to see through the door when it is closed. It also prevents light maps from being calculated beyond the door. If you see the black frame then either:
1 - your door is smaller than the doorway air brush
2 - your door is closing outside of the doorway.
Typically I would put my door parallel to the doorway and set the open angle. I always keep my closed angle at zero because I want my doors to be closed inside the doorway. It is hard to see how your door is positioned in relation to the doorway, but I have the feeling you rotated the door to make it look like it was open to begin with, and are trying to close the door when you are actually opening the door.