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View Full Version : For Doors... Enable, Disable???


Polkaman
02-18-2008, 10:47 PM
For doors, is close enable or disable, and is open disable or enable?

Durandal
02-18-2008, 11:09 PM
Wouldn't it be a lot faster to just test this yourself and find out?

I believe it's enabled: closed, disabled: open.

migidu
02-18-2008, 11:13 PM
http://www.warboards.org/showthread.php?t=13285

How do you open/close doors? by UED77

Use the "Set Doodad State" action.
Disable: Opens the door, disregarding its initial state.
Enable: Closes the door, disregarding its initial state.
Toggle: Changes doodad state to the opposite of its initial state. Usage not recommended.

However, using these commands alone will cause doors to be very buggy. To make sure doors actually work as they are supposed to, use switches.

Closing a door (initially closed)
Players:
Any Player
Conditions:
(Desired player) brings at most 0 men to "(location)"
Switch "Door1" is set
Actions:
Enable doodad state for (door of correct type) for All Players at "(location of door)"
Clear switch "Door1"
Preserve trigger

Opening a door (intially closed)
Players:
Any Player
Conditions:
(Desired player) brings at least 1 men to "(location)"
Switch "Door1" is cleared
Actions:
Disable doodad state for (door of correct type) for All Players at "(location of door)"
Set switch "Door1"
Preserve trigger

Because all switches are initially cleared, you should always set the switch in the trigger that reverses the doodad state. If the door is open, you should set the switch while you close it. If it is closed, you should set it when you open it. This will guarantee the flawless operation of doors.
Traps and the floor hatch operate much the same way.