groundleg47th 0 Posted July 3, 2003 Share Posted July 3, 2003 Greetings Modding GooRoos everywhere! I have but one question>>> Where in the files do you find the coordinates that mark the doors? {ie. Open Door <x>,<y>} I would like to script some things to happen when certain doors open, However I am at a loss when it comes to the location parameters. I guess it is like the effects, but I can't find it. I am looking for doors on standard maps, nothing customized. Any help is appreciated Quote Link to post Share on other sites
Matt03 0 Posted July 3, 2003 Share Posted July 3, 2003 doors are map objects and if you look in view click the map labels and it should show you what you want to know. Quote Link to post Share on other sites
groundleg47th 0 Posted July 3, 2003 Author Share Posted July 3, 2003 BINGO! Thanks for your help Matt03! Quote Link to post Share on other sites
Jack57 0 Posted July 3, 2003 Share Posted July 3, 2003 Just to warn you ahead of time - expect some shenanigans with the door opened trigger. Don't know why, it's just a bit flaky as you will soon find. I had more luck using a loop with a conditional continue-if door open statement. Cheers, Jack Quote Link to post Share on other sites
X69RZX 0 Posted July 3, 2003 Share Posted July 3, 2003 (edited) I fought long and hard trying to get a script to close these doors if they got opened, using the reset map object responce, to my dismay it wouldn't work. I must have rescripted that block twenty different ways. Then after much struggle and aggrevation, I refered to the good old IGOR pdf, and right before my eyes, the reset map object responce only works for the targets in the traing map. Bleh. Edited July 3, 2003 by X69RZX Quote Link to post Share on other sites
Glaeken 0 Posted February 18, 2004 Share Posted February 18, 2004 (edited) I hate bringing old posts back to life, but this time I'm wondering if maybe there is a better way to do what I'm attempting to do. Here is the situation: *(The Alpha Squad's Stealth Recon missions have me trying different 'stealth-imperative' missions. - Thanks Guys!) The mission (map=airfield, original missions) requires a security system to be shut down prior to opening any doors to the tower or the office building. In the event that a player opens a door prior to shutting the sec. sys. down, an alarm is heard and a message is displayed. *example: (example shows script for 1 of six doors) Group: <Default> Comment: SS check Tower SW door Trigger Event: "223_<n><door>metaldoor22" has opened. Responses: Allow this block to be reactivated. Continue executing responses if (The state of Security system flag). Display "Security System FIRST" to all players. Play "L_alarm.wav" at volume 1. Allow this block to be reactivated. => Question is: Is there a different way, that is more reliable, and doesn't involve proximity triggers (need the state of the door to be involved somehow). Jack, you are SO correct in saying that "Xdoor has opened" for a trigger is very hit-or-miss and works only sometimes when tested. What do you mean by "use a loop with a continual continueif statement"? Do you mean a 'time elapsed' ? I haven't tried using the 'loop' scripts phrase, as I don't know what it means yet...still searching and reading on that. P.S. (The Sec. Sys. flag state is True at start up. Obj. 1 is disabling the Sec. Sys. and that changes the Sec. Sys. flag state to 'inverse of true') I've searched and searched this Mission Mods folder for answers and get only "You'll have shenanigans from door open/close triggers." Any new ideas? Thanks in advance. Edited February 18, 2004 by Glaeken Quote Link to post Share on other sites
Chavez 0 Posted February 18, 2004 Share Posted February 18, 2004 To date (12 months now) I have never seen the door open block in SSL1 Farm Infiltration fail. It never did during my 50-60 betatests either. It is scripted this way: Group: DoorExplosionBlocks Comment: DB_FX_doorX Trigger Event: "21_<n><door>frontdoor01" has opened. Responses: Disable the BoobyFindGroup script blocks. Disable the PossibleToDisarm script blocks. Cancel timer_disabled!. Activate Door_x. Activate Door_damage. Display "A door boobytrap was triggered!" to all players. Disable the DoorExplosionBlocks script blocks. I guess Jack means a loop like in: Trigger: 1 second elapsed Responses: blockpreserve continueif "21_<n><door>frontdoor01" has opened. Boom! Also; great that our missions inspired you. Keep it up. Quote Link to post Share on other sites
Glaeken 0 Posted February 18, 2004 Share Posted February 18, 2004 Chavez, It's good to know that your's has worked for so long. Must be something I'm doing to make it erratic. The SR2003 missions are superb. I didn't play in the SR2003 tourney, but I played the missions in sp. Glad I didn't play in the actual tourney as my scores were - sub-standard. I noticed in your quoted script you have the 'door opened' trigger in it's own group (DoorExplosionBlocks). Is that Group enabled at start up? Or is it enabled somewhere else in the script? Should I have my 'door opened' trigger in it's own group? Does this, perhaps, affect it's erratic behavior? I'll try that and reply with results. (Enabling the group at start up, of course) P.S. Chavez, Out of curiousity - Who(group/band) is playing, in the background, during the "Music/Radio Traffic" that one hears on Alpha's SR2004 home page? Is it "Enigma"? If so, which tune? Quote Link to post Share on other sites
Jack57 0 Posted February 19, 2004 Share Posted February 19, 2004 Hehe, it's been 6 months or more since that post of mine above. In the interim I have done a bit of testing on this issue. Here's the drop: If you use the DoorOpened trigger in the Default group it (usually) won't work until Quick Load has been used. Go figure If you use the DoorOpened trigger in a custom group it will work perfectly, which explains why Chavez has never had trouble with it. Just goes to show there's always something more to learn in Igor Quote Link to post Share on other sites
Glaeken 0 Posted February 19, 2004 Share Posted February 19, 2004 Jack, Chavez.....Thanks for your help! Note to all who read this: Place DoorOpened Triggers in their own Group. You guys are just...too cool. <= over done plathering, but pertinant. Quote Link to post Share on other sites
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