| Author | Message | 
        
			| dutchsmoker 
					Joined: Fri Oct 16, 2009 7:45 pm
 Posts: 72
   |   team 1 ignore team 0 doors.right now the enemy ai shoots my doors . first of all the motors if they can get a clean shot.but is there any way they ignore the doors completly?
 its concerning something. the Crushing Door of Doom  , that for it to work the enemy actor has to got no clue when they walking towards and under my door .
 Ini based would be sweet though i think i would need lua for this .
 any help would be greatly apriciated.
 
 
 
    							Last edited by dutchsmoker on Sun Sep 26, 2010 11:43 am, edited 1 time in total. 
 
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			| Sun Sep 26, 2010 11:25 am | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: team 1 ignore team 0 doors.It is certainly possible using pure .ini. 
 
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			| Sun Sep 26, 2010 11:41 am | 
					
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			| dutchsmoker 
					Joined: Fri Oct 16, 2009 7:45 pm
 Posts: 72
   |   Re: team 1 ignore team 0 doors.it would be nice if you could collaborate on that .like you know a instance were it has been used or know what to change?
 
 no info concerning ignoring doors on the temp wiki
 
 i dont think setting the doors team to -1 will make them ignore it right. while if i change it to there own team the door would crush me instead of them. that does not sound right.
 
 
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			| Sun Sep 26, 2010 11:49 am | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: team 1 ignore team 0 doors.
 
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			| Sun Sep 26, 2010 12:04 pm | 
					
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			| Sims_Doc 
					Joined: Fri Aug 20, 2010 4:45 am
 Posts: 911
 Location: No Comment.
   |   Re: team 1 ignore team 0 doors.i have a small question of sorts , why would you want them not to shoot your doors? 
 
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			| Sun Sep 26, 2010 12:12 pm | 
					
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			| dutchsmoker 
					Joined: Fri Oct 16, 2009 7:45 pm
 Posts: 72
   |   Re: team 1 ignore team 0 doors.no download link anymore . i thought of a workaround though setting the door to team 1 , and the closed position is actually the open stance. on screen when actor is under the door,it will open for them , and thus on screen closing and them getting crushed by there own "team" door    ironic well , its for a trapdoor , with a small sensor so it will trigger the close action when the actor is under it , with a fast closing motion. doesnt it seem obvious what would happen otherwise .. the enemies try to shoot the motors of the trapdoor. and after they empty a clip they move untill reloaded , cycle continues
 
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			| Sun Sep 26, 2010 12:14 pm | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: team 1 ignore team 0 doors.It is in the BMCP , inside SK-PRR.rte.
 
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			| Sun Sep 26, 2010 12:51 pm | 
					
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			| dutchsmoker 
					Joined: Fri Oct 16, 2009 7:45 pm
 Posts: 72
   |   Re: team 1 ignore team 0 doors.thanks 
 
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			| Sun Sep 26, 2010 1:10 pm | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: team 1 ignore team 0 doors.Not a problem. Arrow and Spear may also prove helpful to you. Possibly Gauntlet as well. Also try Maxim Corp's laser doors. 
 
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			| Sun Sep 26, 2010 1:16 pm | 
					
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			| dutchsmoker 
					Joined: Fri Oct 16, 2009 7:45 pm
 Posts: 72
   |   Re: team 1 ignore team 0 doors.still can't really figure out how he made it like that , i see he change characterheight to 40 , gibimpulse -1 , as woundlimit -1.and he has no motor.
 
 
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			| Sun Sep 26, 2010 2:41 pm | 
					
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			| Destroyer19 
					Joined: Wed Aug 11, 2010 2:59 pm
 Posts: 19
   |   Re: team 1 ignore team 0 doors.CaveCricket said to change GetHItByMOs to 0.It appears to work.
 
 
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			| Fri Oct 01, 2010 2:01 am | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: team 1 ignore team 0 doors.Yeah if they don't have an MOID they can't be targeted. And that setting stops the collisions by not giving it one, if I remember correctly. 
 
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			| Fri Oct 01, 2010 6:55 am | 
					
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