It sounds like in this case, you want door behaviour but don't care about opening it. In this case, use forest_ruins_wall_01 as a guide:
Code: Select all
defineObject{
name = "forest_ruins_wall_01",
components = {
{
class = "Model",
model = "assets/models/env/forest_ruins_wall_01.fbx",
staticShadow = true,
},
{
class = "Door",
},
{
class = "Occluder",
model = "assets/models/env/forest_ruins_wall_01_occluder.fbx",
},
},
placement = "wall",
editorIcon = 160,
automapIcon = 88,
minimalSaveState = true,
}
Alternatively, don't change the object and just put a solid wall tile behind it in the editor instead, since the two models you mentioned are already one-sided anyway so you can never let the player see them from behind...
Edit: If you add a DoorComponent without having a "gate" node, as THOM is telling you to do for some absolutely unfathomable reason, then almost nothing will work. The object will still stop the party from passing through, but you will need to add your own, EXPLICITLY SIZED, ProjectileColliderComponent, ItemConstraintBoxComponent, etc. You will also receive console warnings. It is much better to have a working gate node instead.