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Two doors on the same location - glitch.
Posted: Fri Jan 11, 2013 7:56 am
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.
Re: Two doors on the same location - glitch.
Posted: Fri Jan 11, 2013 12:35 pm
by Komag
I think you've discovered a new bug!
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
Re: Two doors on the same location - glitch.
Posted: Fri Jan 11, 2013 1:45 pm
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.
Re: Two doors on the same location - glitch.
Posted: Fri Jan 11, 2013 3:18 pm
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
Re: Two doors on the same location - glitch.
Posted: Fri Jan 11, 2013 4:14 pm
by msyblade
I discovered this while building my CFD entry, except for me, it happens to a dungeon_wall_grating! not even a door
. 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
Re: Two doors on the same location - glitch.
Posted: Sat Jan 12, 2013 12:14 am
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
. 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
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.
Re: Two doors on the same location - glitch.
Posted: Sat Jan 12, 2013 2:00 am
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?
Re: Two doors on the same location - glitch.
Posted: Sat Jan 12, 2013 4:42 am
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 <--