Dale_ on 6/1/2016 at 20:23
Hello there!
I'm a bit confused with my door issue and hope someone out here can help me figure out this mystery.
Teleporting a door has always been a bit problematic and it's probably a known issue - when you place a door in location A, then use a teleport trap to move it to location B and then frob it in location B, it will open but once it reaches its "open angle", it'll disappear and the fully-opened door will appear in location A, since that is its original location.
That is all fine because there appears to be a work-around which up until now has been working like a charm: Place the door in location B and teleport it immediately at the beginning of the mission to location A, and after that proceed as before. When the door is teleported to location B and opened there, it will stay there because location B is its original position.
Now here's my problem. I've used this initial teleport in my FM and I've got varying results depending on where and how I play the FM ->
In my installation where I Dromed it, it works fine both through Dromed and also when launched through Thief 2 with everything set up (as miss20.mis)
But when I export the mission and install it through Darkloader into my standard Thief directory through which I play FMs, the door disappears on opening, the exact issue that the initial teleport should resolve.
So... I suppose I should just accept that teleporting doors is unreliable and should just be avoided but I'm really curious as to what is causing the difference where two Newdark 1.23 installations have varying results. The most logical explanation would be that I forgot to pack something in the mission zip file but apart from the scripts (where I only packed NVscript, and I also checked that gen and convict are identical in both installations) what could be causing the door to disappear like this? Is it possible that some setting in a cfg file is causing this and I could force-set it through my custom dark.cfg?
Thanks in advance for answers :)
ZylonBane on 6/1/2016 at 20:33
If what you actually want is just a door that appears at location B, it seems like it would be more sensible to use a metaprop to make the door invisible, intangible, and unfrobbable until needed. Perhaps simply unref'ing it might work.
Dale_ on 6/1/2016 at 20:40
Oh that's a good idea, I'll give it a try, thanks!
john9818a on 6/1/2016 at 20:57
You can also look at the teleporting doors thread farther down in this forum for more ideas.
LarryG on 6/1/2016 at 21:28
Quote Posted by Dale_
... I suppose I should just accept that teleporting doors is unreliable and should just be avoided ...
Yep.
Yandros on 6/1/2016 at 23:46
Yeah, don't move it, just have two and control their visibility and physics models appropriately.
ZylonBane on 7/1/2016 at 00:08
Or one, if the other location is just a blue room.
Nameless Voice on 8/1/2016 at 23:59
Yes. Also bear in mind that the pathfinding system will take the door into account in the position that it's in during pathfinding, which can make AIs unable to traverse the area (if the door is locked.)