Open/Close Door Script
Started by
Mitchfork
, Jul 05 2008 10:53 PM
8 replies to this topic
#1
Posted 05 July 2008 - 10:53 PM
I am currently in need of a script that will do two things.
1) A script that will open a door if Link pushes against his south side, similar to what the Treasure Chest combo does, but temporary.
2) I also would like to know if it is possible to keep that same door open so that Link will walk out of it (entrance/exit warp) but when he exits the doorframe, it will shut again.
The second part isn't required, but it would be very nice. Much thanks to whoever does this.
1) A script that will open a door if Link pushes against his south side, similar to what the Treasure Chest combo does, but temporary.
2) I also would like to know if it is possible to keep that same door open so that Link will walk out of it (entrance/exit warp) but when he exits the doorframe, it will shut again.
The second part isn't required, but it would be very nice. Much thanks to whoever does this.
#2
Posted 06 July 2008 - 07:11 AM
I just finished a much more complicated door script, so this one should be easy.
Do you only want a north door in the script?
Do you only want a north door in the script?
#3
Posted 06 July 2008 - 12:41 PM
Graphically, a north door is all I think I'll require, but if it won't be to much effort to do other facing doors, then they'd be appreciated as well.
#4
Posted 06 July 2008 - 12:49 PM
Okeydokey, I can probably do them all. One last question... do you use combo cycling for opening/closing animations?
#5
Posted 06 July 2008 - 01:08 PM
Nope, just change and go. Thanks again.
EDIT: Using b816, by the way.
EDIT: Using b816, by the way.
#6
Posted 07 July 2008 - 07:24 AM
Done.
http://www.uploading.../doors.zip.html
Now, there's a few limitations.
1. You can only have one push door on a wall
2. You must make a FFC to manage EACH push door in a room
First of all, you have to follow the "door set" combo layout. Here's what the layout looks like:
If you're going to be using these a lot, I suggest using combo aliases. But, anyway, you make a FFC combo with the manageShutter script. For d0, you put the first combo of the door combo set. For d1 you put in the direction that door is in the room (0 = top, 1 = bottom, 2 = left, 3 = right).
There you go, it should work. At the beginning of the script, I did provide two variables to change the amount of time the player has to push the door for it to open as well as the SFX that is played. Note that you will need std.zh.
Edit: Note that if you want, I can try to program it to where you can have multiple push doors on a wall.
http://www.uploading.../doors.zip.html
Now, there's a few limitations.
1. You can only have one push door on a wall
2. You must make a FFC to manage EACH push door in a room
First of all, you have to follow the "door set" combo layout. Here's what the layout looks like:
If you're going to be using these a lot, I suggest using combo aliases. But, anyway, you make a FFC combo with the manageShutter script. For d0, you put the first combo of the door combo set. For d1 you put in the direction that door is in the room (0 = top, 1 = bottom, 2 = left, 3 = right).
There you go, it should work. At the beginning of the script, I did provide two variables to change the amount of time the player has to push the door for it to open as well as the SFX that is played. Note that you will need std.zh.
Edit: Note that if you want, I can try to program it to where you can have multiple push doors on a wall.
Edited by LinktheMaster, 07 July 2008 - 07:25 AM.
#7
Posted 07 July 2008 - 08:31 AM
Actually, uh... I was talking more like doors on a house as opposed to doors in a dungeon. I tried it anyway, and it looks like it doesn't work for house doors, probably because they aren't on the screen border. Sorry for the confusion.
#8
Posted 07 July 2008 - 09:02 AM
Oh! That's a lot easier then. XD Sorry.
To be honest, I was wondering why you were wanting doors in dungeons like that.
To be honest, I was wondering why you were wanting doors in dungeons like that.
#9
Posted 07 July 2008 - 06:31 PM
Yeah, sorry I didn't make that a little clearer- that's what I was trying to get at when I said entrance/exit warp in the first post, but whatev.
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