Author Topic: Added content & doors  (Read 820 times)

Legacy_Andakwa

  • Newbie
  • *
  • Posts: 2
  • Karma: +0/-0
Added content & doors
« on: November 01, 2014, 10:23:20 pm »


               

I am just curious, I want to use the buildings added from the cep and can place an object and change the appearence to the building but my issue is with the doors. Anyway to get doors that actually work in them?


I can place a door/item that looks like a door but no animation. Anyway to make doors snap into the frame or a way to make them work?


 


 


Thanks



               
               

               
            

Legacy_Blatob

  • Jr. Member
  • **
  • Posts: 65
  • Karma: +0/-0
Added content & doors
« Reply #1 on: November 02, 2014, 10:36:17 pm »


               

Ok, you must first make the building tile in the tileset, place a door in it's proper place, then change it's coordinates using adjust position option from the list of doors in the area in the menu on your left side. That way you can place them where you need them. Mind you, not all tilesets have all tiles with the door opening that can actually hold a door (one version at least of Worm's Fantasy Interior comes to mind).



               
               

               
            

Legacy_Proleric

  • Hero Member
  • *****
  • Posts: 1750
  • Karma: +0/-0
Added content & doors
« Reply #2 on: November 02, 2014, 11:07:58 pm »


               That method works fine. You have to start with a doorway tile, but once you've moved its door to the CEP placeable, you can replace that tile. You might need to lower the z-coordinate of the CEP placeable, so that its doorway is at ground level. Some buildings don't have the right walkmesh, but you can use invisible walls to prevent the player from walking through them. A few of the buildings are completely unsuitable, even with those tweaks, so if one doesn't work, try another.
               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Added content & doors
« Reply #3 on: November 07, 2014, 07:50:35 pm »


               

There are stock placeable doors already in the toolset. Why not use those?



               
               

               
            

Legacy_Proleric

  • Hero Member
  • *****
  • Posts: 1750
  • Karma: +0/-0
Added content & doors
« Reply #4 on: November 09, 2014, 10:48:12 am »


               


There are stock placeable doors already in the toolset. Why not use those?




 


True. CEP even has scripts that work with placeable doors, given sufficient tweaking. However, a normal door is easier to deploy, because it has inherent functionality (lock, bash, transition) without further ado. Arguably, it's less confusing if all doors work in the same way.