Sx_Town_Set - Swinging Door

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
User avatar
Eleven Warrior
Posts: 746
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: Sx_Town_Set - Swinging Door

Post by Eleven Warrior »

Hi. Well it's working, but plays the Dungeon door opening sound. How do I stop this? Thank you for fixing this door it's awesome yeah... :) Oh and you can still walk through the door. If I put my custom blocker_1 behind the door, it works but when you close the door on the inside the blocker is in the way. The blocker was to stop the party from walking through the door.
sajon
Posts: 38
Joined: Fri Nov 08, 2013 7:17 am

Re: Sx_Town_Set Fixes

Post by sajon »

Ok so i also fixed the animation with the sx_town_secret_button_small
This is now work properly.

I uploaded the files to:
http://www.nexusmods.com/legendofgrimro ... w%3D&pUp=1


I will be working on the sx_town_secret_button_large next..
User avatar
Eleven Warrior
Posts: 746
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: Sx_Town_Set - Swinging Door

Post by Eleven Warrior »

Thxs for the button fix bro but did you figure out how to stop the door opening sound when you open and close the swing door? Thxs again :)

EDIT Bump.
sajon
Posts: 38
Joined: Fri Nov 08, 2013 7:17 am

Re: Sx_Town_Set - Swinging Door

Post by sajon »

Yeah i did, I was looking for a squeaking door sound to replace it; but could not find one so i left it as is and figured modders could change if they wanted.. I also fixed the large button animation along with some other nit picking things. I also added the tunnel and some other models that did not convert over properly. When I am done I will re post the entire package as a whole. I made to many minor changes to keep track of. I am currently trying to be able to make second floor building...
sajon
Posts: 38
Joined: Fri Nov 08, 2013 7:17 am

Re: Sx_Town_Set - Swinging Door

Post by sajon »

sajon wrote:Yeah i did, I was looking for a squeaking door sound to replace it; but could not find one so i left it as is and figured modders could change if they wanted.. I also fixed the large button animation along with some other nit picking things. I also added the tunnel and some other models that did not convert over properly. When I am done I will re post the entire package as a whole. I made to many minor changes to keep track of. I am currently trying to be able to make second floor building...
OK I wasn't sure if you were asking me if I knew how or if I could tell you how..
So, if you are wondering how to make the door silent when opening and closing then how I would do it is record a .wav with no sound, define it in sounds.lua, then add it to the open close in the swinging door.

Code: Select all

openSound = "your_defined_sound_here",
closeSound = "your_defined_sound_here",
--------------------------------------

Some tricks I did with the door to make it operate better.

At first I renamed the MainObject node to gate in GMT to make the door solid ( so that objects would not pass through it without a blocker) but this applied the animation that lifts the door up and swing at the same time ( apparently the gate node is one of the things the game engine looks for to determine if the item is solid or not & to apply the lifting up animation.) also it makes the door disappear once it opens or if you look up or down at certain angles(??I am not sure why the door disappears after opening??).
So to resolve the lifting animation: I left the MainObject node alone; added an additional gate node to the model ( makes it solid, gate node is not visible and can lift up without being seen.), that makes the door swing properly. but this allowed projectiles to travel through it (because there is no solid object ). so I still needed more....
So I found the following to resolve the projectile blocking
I added the following code to the component section of the door definition.

Code: Select all

{
         class = "ProjectileCollider"
         name = "projectilecollider",
}
wow!!
The door now will swing, stop party, stop monsters and stop projectiles, is clickable, and will allow the control of other controllable objects.

I think this should make the swinging door functional and visually more realistic.
User avatar
Eleven Warrior
Posts: 746
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: Sx_Town_Set - Swinging Door

Post by Eleven Warrior »

Hi man yep I have it working correctly thxs to Batty, but good job mate awesome :) Sorry I forgot to tell you :oops:
Post Reply