Teleporting doors + Script for adding frobinfo. - by Kurhhan
Kurhhan on 17/12/2015 at 00:38
By using receptrons i wanted to teleport door. But teleported doors just going back to starting location when frobbed. Some fix for this ?
If not, is there some script which can change frobinfo of object during the game by using receptrons ? Need to replace door without "script" in World Action to normal funcionally door with "script" in World Action. When I just teleport it, door fly away when frobbed.
I am grateful for the advice, I could not find answers to these questions.
john9818a on 17/12/2015 at 02:17
Doors are sensitive to mess with because a portal is created at the door's location. The coordinates are in the translating property iirc and will move the door back to its original location as a part of the opening/closing process. Did you think about putting an unrendered door at the new location and change it to visible using a metaproperty? I'm not home so I can't test anything.
Kurhhan on 17/12/2015 at 13:33
Okay, I did it simpler. Like secret door. Open by button/lever. Receptron -- Frob Object -- button -- door. So the door stays all the time in the same place.
R Soul on 17/12/2015 at 19:23
You could add/remove the FrobInert metaproperty to/from the door using S&R.
LarryG on 17/12/2015 at 20:05
... or using NVMetaTrap.
Kurhhan on 17/12/2015 at 22:49
Quote Posted by R Soul
You could add/remove the FrobInert metaproperty to/from the door using S&R.
Only "add" working for me. "Remove", not.
R Soul on 17/12/2015 at 22:59
I think there's a bug with remove; it only works when the receptron is on the target object.
My main reason for suggesting S&R was that you were already using it (i.e. your 'trigger' was set up). If putting the two receptrons on the door causes complications, NVMetaTrap might be the more wise choice.
Kurhhan on 17/12/2015 at 23:29
Quote Posted by R Soul
I think there's a bug with remove; it only works when the receptron is on the target object.
Weird ; ) Good to know.
About NVMetaTrap. Don't know how to use it. Adding NVMetaTrapMeta="FrobInert"; NVMetaTrapOff and many others varations and nothing. Now using it on lever which has JointsState -- AnimS --On.
LarryG on 18/12/2015 at 00:47
did you load NVScript.osm?
Kurhhan on 18/12/2015 at 09:43
Yes, script NVMetaTrap is also on place. FrobInert metaproperty added to lever.