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Anarcy
01-06-2007, 12:37 PM
Hi guys,
i got a problem with doors. Before you say a word, yes, i´ve read the doors tut in the FAQ.

The problem:
There are 2 kinds of doors in the "Installation" set.
Typ 1: The one in the Doodad-window, which you can set just in a thin wall.
Typ 2: The one you can choose for one player (in SCXE: Player X/Doors), which you can set anywhere in the map.

I know how i can open/close Typ 2 doors, but they look a bit weird in the map. I want to use Typ 2 of doors, but I dont know how to select them in the trigger.

Basan
01-06-2007, 1:45 PM
*Tries to recall but ends up opening an old unfinished map project (with installation tileset) just to be sure* Ah-ha! Got it... hopefully. :P In the trigger, you must tell the difference when selecting the kind of door you want to pick according to the terrain in which it generally happens to be (pit and level doors). ;)

Anarcy
01-07-2007, 6:50 AM
ehm, yeah, but where do I select doodaddoors?

TitanWing
01-09-2007, 1:05 AM
1. In the window that pops up to select the unit type when changing the doodad state, open "neutral".
2. Go to "doors".
3. Select the type of door you want (sub or upper).

Anarcy
01-09-2007, 8:37 AM
kk thx.
I will try it.

TitanWing
01-10-2007, 4:49 AM
It's in SCXE btw, I'm not sure if any other editors have this ability anyways.

TheNomad
01-10-2007, 8:09 AM
All do, they just don't have any non-doodad units there.

Basan
01-10-2007, 3:02 PM
All do, they just don't have any non-doodad units there.

And by this, 'Nomad is talking about all doodad-alike items such as wall turrets, flame throwers and any ground traps (along with the already mentioned doors). ;)

TitanWing
01-10-2007, 6:23 PM
All do, they just don't have any non-doodad units there.
That's what I meant.;)

Anarcy
01-11-2007, 11:28 AM
Ehm, it work like you said.
Much easier than i thought.

TitanWing
01-11-2007, 11:51 PM
Glad to hear that and glad I could help. :)