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 Trouble with a door. (Pinned Dropship + Bunker Module) 
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Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
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Post Trouble with a door. (Pinned Dropship + Bunker Module)
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Wouldn't that be a nice and useful thing to have, if it worked properly?

Well, yes, it sure would be, but that is not the case. Not yet. There's still problems, and I have no idea how to fix them.
Any sort of suggestions would be helpful and appreciated.


When the door is closed and an actor falls into it, they simply fall right through it. I've tried making it thicker, that only added a tiny bit of delay. I've tried changing materials, that didn't do anything either. I think this problem is the fault of the actor's legs/feet, so I don't know how, or if, it can be fixed without changing something on the actor's coding.

When it dies, it never rests. It's dead, but it doesn't become terrain.

If I set the dropship to gib, it, quite simply, doesn't.

If I set the hatch doors to gib, the gib/s fly off, and the hatch door remains, and can be pushed around by actors, and goes behind terrain. It's very odd.

If I switch control of actors while the doors are open, in the first instant I no longer control the door, it's back to closed position.

If they're buyable, they can be selected as the craft to deliver your cargo. If they are not, they can't be bought while you're building your bunker.

Try it yourself, in case the attachment doesn't work.


And yes I know I'm completely new to the forum from your perspective, but I've been lurking for quite a while, and have been making a lot of mods, but not releasing them.


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Shaft Door.rte.rar [40.28 KiB]
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Sat Nov 03, 2007 11:35 pm
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Joined: Fri Dec 29, 2006 7:42 pm
Posts: 1871
Location: UK
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Post Re: Trouble with a door. (Pinned Dropship + Bunker Module)
2 words.

MO-MO collisions.


Sat Nov 03, 2007 11:38 pm
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Joined: Sat Nov 03, 2007 9:44 pm
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Post Re: Trouble with a door. (Pinned Dropship + Bunker Module)
Argh, I changed those to one, and when I loaded a backup, I forgot to do that again.

...

Now that I've fixed and tested it after that, that didn't help with the actors falling through it. Or the never resting problem.

However, it did fix the problem where it instantly closes when I switch actors. Which I didn't expect. Thanks, though.

I'll test gibbing again.


Last edited by Azukki on Sat Nov 03, 2007 11:47 pm, edited 1 time in total.



Sat Nov 03, 2007 11:46 pm
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Joined: Fri Dec 29, 2006 7:42 pm
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Post Re: Trouble with a door. (Pinned Dropship + Bunker Module)
Electroclan had similar problems with his elevator mod, PM him, 'cos he got round it somehow.


Sat Nov 03, 2007 11:47 pm
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Joined: Tue Dec 12, 2006 1:09 am
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Location: Plymouth, NC
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Post Re: Trouble with a door. (Pinned Dropship + Bunker Module)
Eh, rocket would be better for this kinda thing IMO, easier to work with. Also, I think that dropships are just hardcoded not to gib, except for the engines.

That and the current build's actor-actor collisions aren't so good for this kind of thing.


Sat Nov 03, 2007 11:50 pm
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Joined: Sat Jan 27, 2007 10:25 pm
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Post Re: Trouble with a door. (Pinned Dropship + Bunker Module)
Dropship doors do not gib right, at all.

Make it An ACRocket, all sprite based; you'll have a far easier time of it.


Sun Nov 04, 2007 6:40 am
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Joined: Fri Mar 16, 2007 1:28 pm
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Post Re: Trouble with a door. (Pinned Dropship + Bunker Module)
I made exactly this already.. -_-' No one remembers it anymore? And yeah, the MO-MO collisions, just as they said.
Electroclan never got around it, he just made it move slower and made it thicker and TWEAKED, TWEAKED AND TWEAKED! But yeah, you can check the one by me if you feel like it.... It used to be stickied but... well... try finding it by searching my name.... Btw I also invented the upwards opening door :P


Mon Nov 05, 2007 4:53 pm
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Joined: Fri Mar 16, 2007 1:28 pm
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Post Re: Trouble with a door. (Pinned Dropship + Bunker Module)
Oh yeah the doors close automatically because it i set to "return". You must just set the door to "stay" mode ingame.

EDIT: Sorry about doublepost... thought that the old automerging would still work but.... naw....


Mon Nov 05, 2007 5:00 pm
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