Jul 15, 2002, 12:16 AM | |
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can anyone tell me how to get doors in youe lvl that can open and close as many times as you like (with some sort of buttons in stead of trigger crates)
![]() greetings scatman wct (scatman@wct.zzn.com) |
Jul 15, 2002, 01:59 AM | |
You can use the "Trigger Scenery" event in combination with a "Trigger Zone" (instead of the trigger crate). If a player walks into the spot where you put the trigger zone, the trigger should be activated (if not, change some of the numbers you have to fill in when you place a trigger zone)
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Insert witty comment here. |
Jul 15, 2002, 02:01 AM | |
This way:
![]() When you use this, it goes like this: The door is closed, and when you walk closer it will automattically open, and when you passed it it will close again. In that screenshot I used the set "Plastic Fortress" by Cmdr Dats, but you can use all sets, as long as they support doors. In the animation: The first tile is the door if it's closed, the second if it's open. You need an updated JCS.ini. Download it at Overords site: http://www.geocities.com/atlastsome. |
Jul 15, 2002, 03:59 AM | |
Wups!
O! No wonder i never got it to work, i used the wrong parameter (Switch, which is pretty useless). Hehe, silly me
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Jul 15, 2002, 06:49 AM | |
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It's still not working the door doesn't open
can anyone send me an example?? ![]() scatman scatman@wct.zzn.com |
Jul 15, 2002, 12:30 PM | |
Are you sure that you did the animation right?
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Jul 15, 2002, 03:14 PM | |
As a general rule, it is best to have the "Off" trigger zone two tiles away from the door, instead of one. That way, you have no chance of getting stuck when it closes.
Take note Flash's picture of the animation has only two frames, not three. If you use all three frames, it will not work. |
Jul 19, 2002, 12:54 AM | |
SSF
Datsy boy rocks
![]() It's a pity the Descent 4 project went bust. Would've been cool to see him as lead programmer of Descent 4 eh? ![]()
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<p align=center><img src="http://stuff.hewwo.com/nostalgiaTileset.gif"> |
Jul 20, 2002, 08:33 PM | |
The D4 project went bust? When did that happen?
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Aug 5, 2002, 04:57 PM | |
I don't even use those doors... didn't know how to make them either.
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Aug 8, 2002, 10:56 AM | |
These dumb doors
Anyone here who can actualy make sens of the .ini files should make it so Trigger Zones in multiplayer affect everyone like trigger crates, and not just the player. We could call them Trigger Zone 2s.
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Aug 8, 2002, 01:53 PM | |
I don't see how jcs.ini could do this.
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Aug 8, 2002, 04:14 PM | |
However you get Trigger Zone into the JCS, do it that way. I thought you used the .ini file, but I don't know.
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Aug 8, 2002, 04:54 PM | |
Actually Hye, Trigger Zones actually do effect everyone in the level sorta of. If the server host touches a trigger zone then everyone will get affected by it, except the people who were in the server before the touch. Although, if people joining the server touch a trigger zone, no one will get affected by the trigger zone.
You can build a simple small sucker tube ride placing trigger zones with their id in the coaster, don't type anything in the trigger zone options, except the TriggerID. Therefore when everyone goes through this coaster including the server host the Trigger Zones in the level will not affect anyone when the host touches a Trigger Zone.
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Aug 8, 2002, 05:02 PM | |
Impossible
You can't put a Trigger Zone over a sucker first of all. Second of all, it's not that simple. My level is very complicated and makes use of four different trigger zones, two used twice. It's a CTF level that used teamwork. If people like the level, it would be a very good reason not only to do something to the Trigger Zone (I don't want to get rid of the existing Trigger Zone because it works will in levels not like mine) and the team chat. I could explain the level, or I could show you.
I use H-Poles to send players through the Trigger Zone, and Trigger Crates wouldn't work because they can't unswitch a trigger and they would be cheating a bit. Even if I decided to use a tube sucker ride, there isn't much a place for it nor would it work right for the level. |
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