Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / [Need Help] Doors blocked by walls etc...

Author
Message
Boogiemanity
14
Years of Service
User Offline
Joined: 15th Dec 2011
Location:
Posted: 20th Dec 2011 18:20
Hey Guys, here once again to ask a question. I was wondering does anyone know the reason why at some time if I go to place a door from Entities on a wall I have up it wont make a path through the wall. For example I have a map with a 2 corresponding rooms and I want to conjoin them with a door so I spawn a door on it and go to test game as I approach the door and open it BAM! Theres a wall WDF haha please help the nub exceed!! Thanks in advance guys

JITT Clan Founder
uzi idiot
Valued Member
16
Years of Service
User Offline
Joined: 27th Dec 2009
Location: Who Knows?
Posted: 20th Dec 2011 18:51
Doors that punch holes through walls are in the segments.


Mental Stability is over-rated!
Boogiemanity
14
Years of Service
User Offline
Joined: 15th Dec 2011
Location:
Posted: 20th Dec 2011 19:26
Thank You for that knowledge I am guessing that is why it only happens occasionally. So then heres another question. Is there a way to use the Entity doors like the segments doors? I like some Entity doors that arent in my segments.

JITT Clan Founder
Ross tra damus
3D Media Maker
20
Years of Service
User Offline
Joined: 7th Jun 2006
Location: Looking to Escape London
Posted: 21st Dec 2011 10:59
Boogiemanity

You can't use entity doors in the same way as the segment doors work, its just the system and method that FPSC works.
The entity doors you see in the 'Entitybank' are part of the 3 models (frame,door & punch) needed to set up the door unit to create 1 door which is useable from the 'Segmentbank'. The reason for this is that the door frame is a 'static' model which just sits there without movement and the csg punch (which creates the hole in the wall) is also static and in a fixed position. The door/doors however have to be addressed to the Entitybank section because they are 'Dynamic' objects (animated to open & close) which is the reason why they appear in this section but do not have any practical use when used by themselves without the frame and punch.
It's good for you to take a look at a doors 'FPS' file (open with Notepad) to see the way a doors structure is addressed and how it works.
I hope this has helped and all the best of luck.
maho76
15
Years of Service
User Offline
Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 21st Dec 2011 17:58
should be possible to use any door-entity in a wallbreak-segment. take a door-segment and find/open the fps, there you can find the used models. make a renamed copy of that fps and change the door-model inside to the one you like. i dont know if it works, but should be. door animations is defined in the used x-file and not the fps, so there should be no problem, only that the door-frame possibly does not match the door visually. in this case the fps(segment) is nothing more than a container that collects different models into 1 usable object.
Boogiemanity
14
Years of Service
User Offline
Joined: 15th Dec 2011
Location:
Posted: 22nd Dec 2011 13:35
Thanks guys for your input. I am just learning and trying to get others inputs in alot of stuff. I like to see other peoples solutions/ways of working the system helps people see from different points of views and find the best solution. Thanks all BEERS ALL AROUND!!!

JITT Clan Founder

Login to post a reply

Server time is: 2026-07-05 13:37:35
Your offset time is: 2026-07-05 13:37:35