trefoilknot on 8/8/2019 at 17:55
When Garrett stands in the way of an opening door, the door stops, remaining partially open. As far as I can tell, Garrett's body is the only object that does this, by default. I'm hoping to take advantage of this, but don't know what property to use.
Here's what I'm hoping to achieve:
(1) There's a closed, but unlocked door, partially blocked by a piece of furniture.
(2) The door will open until it contacts the furniture.
(3) If the furniture is moved out of the way, the door will be able to open fully
(4) [Optional] if the furniture is moved back, the door can no longer open (as before).
This is possible to achieve with a very tedious approach:
(1) There's a door whose open position is set to something low (calibrated to be when the door contacts a piece of furniture)
(2) moving the furniture sends TurnOn to a teleport trap which swaps the current door with a fully openable door
(2a) Which door gets swapped in depends on the current status of the original door---there's an ajar version, and a fully closed version.
(3) if the door is closed, the furniture can be moved back, which teleports in the original door.
The problem is that this method just has so many contingencies that its a real pain to rig. Essentially, I just want the furniture to affect the door in the exact same way Garrett's body does. Is there a quick and easy way to accomplish this?
nicked on 8/8/2019 at 18:50
It just needs a moveable phys object. Anything with a sphere model will do. Try it with a rock. Hell, it's a notorious exploit in Thief 1 - you can block the front doors of the haunted cathedral from closing with a spare skull or two, slip back out with the Eye and skip the entire rest of the mission. :D
Now if you want a bit of furniture with an OBB model to block the door, and e.g. slide out of the way by being a door itself, you'll have to fake it, through your tedious approach or something similar.
trefoilknot on 9/8/2019 at 03:27
Embarrassingly enough, I didn't know that exploit! I should be able to work with that—maybe instead of sliding, the furniture gets picked up as ‘junk.' In that case, a boulder with a replaced model should do the trick.
Thanks!
john9818a on 9/8/2019 at 08:40
Its good that you will be skipping the door teleporting idea because I see it as causing errors and game crashes.
I didn't know about the exploit until it was mentioned on the last two interview videos with Randy Smith.
FireMage on 9/8/2019 at 14:45
As a trick, you could simply use your furniture with a lever property which will teleport an invisible, unfrobbable and material-less (so it makes no noise while colliding) rock within your furniture hitbox.
You should also make this rock teleporting with emitTrap instead of teleport trap to preserve the physical settings. That should do it!