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Animated Doors (shutters, locked)


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#1 Valerie

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Posted 07 October 2020 - 01:32 PM

EDIT: I figured out a way to do this without using scripts so it isn't needed anymore.


It would be nice if the doors could have animations when opening. The doors in BS Zelda have animations. It can be done now using scripts, but it would be neat if there was an easier way.

Edited by Valerie, 03 April 2022 - 03:09 PM.

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#2 Bagu

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Posted 07 October 2020 - 02:24 PM

It would be nice if the doors could have animations when opening. The doors in BS Zelda have animations. It can be done now using scripts, but it would be neat if there was an easier way.

100% agree! It would be very nice.
I made cutscenes (without scripting but still a bit tricky) for some special doors (rolling gates) in the Doctor Who project, that I am working on.

So, yes! Built in door animations are a great idea.
...not really necessary for most quests, but a REALLY fancy and luxurious addition.


Edited by Bagu, 07 October 2020 - 02:41 PM.


#3 ShadowTiger

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Posted 07 October 2020 - 02:43 PM

Wait, aren't there Door Combo Sets that you can set?  It's the area that the F6 "Doors" pane draws its information from when you choose a set.  The upper half is the closed/locked/wall part, and the bottom half is the open/unlocked part.  Couldn't the lower half be combos that cycle from the closed aspect to an open equivalent aspect?  Try experimenting with that and see if it works for you.

 

The trick is to not have it look as if a lock is falling off of a door every time you enter the room.  Obviously, when we open a door, it should only look like it's being unlocked a total of once in or lifetime, and should then simply be an open door every subsequent time we enter that same room.

 

Otherwise, yes, scripts will be the answer.


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#4 Valerie

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Posted 07 October 2020 - 03:38 PM

 

Wait, aren't there Door Combo Sets that you can set?  It's the area that the F6 "Doors" pane draws its information from when you choose a set.  The upper half is the closed/locked/wall part, and the bottom half is the open/unlocked part.  Couldn't the lower half be combos that cycle from the closed aspect to an open equivalent aspect?  Try experimenting with that and see if it works for you.
 
The trick is to not have it look as if a lock is falling off of a door every time you enter the room.  Obviously, when we open a door, it should only look like it's being unlocked a total of once in or lifetime, and should then simply be an open door every subsequent time we enter that same room.
 
Otherwise, yes, scripts will be the answer.

 

This topic has some info on it.
https://www.purezc.n...topic=76369&hl=

Shutters work with combo cycling, but lock doors don't look right, they keep coming back and re-opening and don't just stay open. It can be done with scripts, it would just be nice if there was an easier way especially for those who don't understand scripts.
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#5 Jamian

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Posted 07 October 2020 - 04:25 PM

I don't know how difficult it would be to implement in ZC's default engine, but yes, this would be a neat addition. Workarounds for this (scripts, combo cycling) are janky and really not ideal.


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#6 Timelord

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Posted 16 October 2020 - 06:24 AM

I might try to bundle a script for this, as hacking animations into the engine for this is probably unreasonably tedious at this point. 


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#7 Valerie

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Posted 17 October 2020 - 02:07 PM

I think the combo cycling method for shutters works fine. For locked doors if there was a way to make it only cycle once when you first open it, and then it permanently stays on the last combo.
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#8 Valerie

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Posted 03 April 2022 - 03:06 PM

UPDATE: This feature request isn't needed. I figured out a way to do this without using scripts.

Edited by Valerie, 03 April 2022 - 03:09 PM.



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