phas's door locking
phas's door locking
so doing a world corp play through, I noticed that after phas throws all my stuff on the lobby floor, his door becomes closed and locked upon entering the lobby where a PM comes in saying "you're never setting foot in my apartment again". How did you actually determined the door to be closed? i.e. if it were already closed, triggering it would have opened it, and defeated the purpose of locking it.
What I do in my other free time:
http://www.youtube.com/watch?v=e3FfPUKuGsQ
http://www.youtube.com/watch?v=e3FfPUKuGsQ
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Re: phas's door locking
With 1.0.4 it just... locked. Even when being open. Not that useful.
For 1.0.4+ I made sure to close it (only if open!) by checking the state of the door. Which OTP has used on several of such occassions, so I don't know why they didn't do there (or they just forgot if the fix was discovered much later).
For 1.0.4+ I made sure to close it (only if open!) by checking the state of the door. Which OTP has used on several of such occassions, so I don't know why they didn't do there (or they just forgot if the fix was discovered much later).
Can somebody tell me how I can get a custom avatar?
Oh wait, I already got one...
Oh wait, I already got one...
Re: phas's door locking
All I remember is the whole issue of closing and locking doors (which we do many times throughout the game) was a completely mess from day one. It was fixed, unfixed, re-fixed, magically unfixed, re-fucking-fixed, and so on and so forth. I would say I lost track of when it was working and when it wasn't, but I honestly don't think I ever had track of it to begin with. Thanks for refixing it one final time though, Hassat
Jonas Wæver
Chief Poking Manager of TNM
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Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
- Hassat Hunter
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Re: phas's door locking
1.0.4+ does Phas door, the Weapon shop and a space-station one.
The rest works fine... or atleast I didn't find broken .
The rest works fine... or atleast I didn't find broken .
Can somebody tell me how I can get a custom avatar?
Oh wait, I already got one...
Oh wait, I already got one...
Re: phas's door locking
So it was like a mission script thing? Oh well, it's probably something I could do with logic triggers and flags.
What I do in my other free time:
http://www.youtube.com/watch?v=e3FfPUKuGsQ
http://www.youtube.com/watch?v=e3FfPUKuGsQ
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Re: phas's door locking
Yes.
The way you want it is far more complex and prone to failure, why not use mission script?
The way you want it is far more complex and prone to failure, why not use mission script?
Can somebody tell me how I can get a custom avatar?
Oh wait, I already got one...
Oh wait, I already got one...
Re: phas's door locking
I just don't know how to use it, but I've been able to do pretty well with DDL's extra triggers. Currently, I can't think of anything I would want the mission script for, but it is true that the triggers are prone to failure.
What I do in my other free time:
http://www.youtube.com/watch?v=e3FfPUKuGsQ
http://www.youtube.com/watch?v=e3FfPUKuGsQ
Re: phas's door locking
I'm almost certain you can't do it with triggers. Unless you make your own triggers. But then you might as well figure out how to use the mission script, for the sake of your own sanity and the stability of your mod.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Re: phas's door locking
Swinging in late here, but fuck it.
Movers can be checked for open/closed status by using keynum: keynum = 0 is traditionally 'closed', though it depends on how you map it.
Then something as simple as
if(Mover.Keynum != 0)
Mover.Trigger(none,none);
will close it.
Obviously this does indeed require either a custom trigger or a missionscript.
Movers can be checked for open/closed status by using keynum: keynum = 0 is traditionally 'closed', though it depends on how you map it.
Then something as simple as
if(Mover.Keynum != 0)
Mover.Trigger(none,none);
will close it.
Obviously this does indeed require either a custom trigger or a missionscript.