Two doors on the same location - glitch.

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Balthasar
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Two doors on the same location - glitch.

Post by Balthasar »

I have an iron door and a portcullis, both on the exact same location. They both start closed. If I open one door, I can move through the doorway, even though the other door still appears to be closed.
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Komag
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Re: Two doors on the same location - glitch.

Post by Komag »

I think you've discovered a new bug! :D You could maybe hack the situation by spawning in an invisible blockage object into the next square and delete it when the second door opens
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Neikun
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Re: Two doors on the same location - glitch.

Post by Neikun »

I am not able to recreate this bug.
I set up my wall button to open one door and the other remains closed. If I press the Z key to open, all doors are opened in front of me.
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Komag
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Re: Two doors on the same location - glitch.

Post by Komag »

The problem happens if you open the portcullis and leave the iron door shut then you are able to walk straight through the door.

Not sure if this is really a problem though, because you wouldn't want to put these two doors in the same spot anyway because the frames overlap for some nasty flickering/z-fighting issues. (Although if you cloned a door and changed the doorFrameModel I guess that would be a different story). If you want to have them, just make the iron door open first and it can work that way :)
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msyblade
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Re: Two doors on the same location - glitch.

Post by msyblade »

I discovered this while building my CFD entry, except for me, it happens to a dungeon_wall_grating! not even a door :shock: . In my head I picture a hit box climbing with the door open animation and just carries the hitboxes of other wall objects on same square. I actually kept this bug in as part of a secret :lol:
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HaunterV
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Re: Two doors on the same location - glitch.

Post by HaunterV »

msyblade wrote:I discovered this while building my CFD entry, except for me, it happens to a dungeon_wall_grating! not even a door :shock: . In my head I picture a hit box climbing with the door open animation and just carries the hitboxes of other wall objects on same square. I actually kept this bug in as part of a secret :lol:
I encountered this with my ORRR entry. it was enfuriating as I had to totally change how i wanted to do things. You can't have 2 door class objects on one spot. Like Mysblade stated, the hitbox climbs and all other doors on the spot .

What I think you can do is make a logical door, and make all the other doors as purely visual doors. and have it so if both doors rais then the logical door raises and the player can continue.
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Neikun
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Re: Two doors on the same location - glitch.

Post by Neikun »

If it doesn't do it for a portcullis and just a wall grating, then I suppose the problem is limited to secret doors?
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Balthasar
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Re: Two doors on the same location - glitch.

Post by Balthasar »

I made an invisible door and placed it on an adjacent square as a 'fix'. My script checks on the status of my doubled-up doors and opens the invisible door when appropriate.

Example:

Two adjacent squares, [A]. The doubled up doors are on [A] facing -->, and the invisible door is on facing <--
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