Door Trigger

God Illuvatar

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Alright don't say I'm a newb :). It's not that ez. I want like in those LotR maps, where there is a gate hinge. In the meantime the door can be opened or shut. But if the gate hinge is destroyed, the gate stays down permanently. Can anyone help?
 

chocolate

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actually it is that easy lol
Trigger 1
if player controls (most likely the comp player) 1 gate hinge at the place.(use the "bring" condition)
player X brings at least one unit to... location

Disabled doodad door at location
preserve trigger

Trigger2
if player controls (most likely the comp player) 1 gate hinge at the place.(use the "bring" condition)
player X brings at most 0 unit to... location

Enable doodad door at location
preserve trigger

Trigger3
if player controls (comp player?) 0 gate hinge at the place.(use the "bring" condition)

Disabled doodad door at location
preserve trigger

Hope fully, thats what you mean't.
 

Lwek

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I remember people usually have problems finding that action in the list.
The action is called:
Set Doodad State
 

Lwek

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Enable - Opens doors
Disable - Closes doors
Toggle - Does the opposite of what the current one is now(if it's opened, it'll close it and vise versa0
Random - self explanatory
 

Tuxedo Templar

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Toggling a door to reverse its state (from open to closed and visa versa) isn't totally reliable, since because the door has a delay in opening and closing it can get thrown off when the state is set to toggle at just the wrong moment, leading to the door functioning in reverse of what its supposed to in some rare instances. You'd be better off being explicit and using triggers to explicitly enable (open) and disable (close), and toggling between those triggers instead of toggling the door doodad itself. Make sense?
 

Bolt Head

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Originally posted by Tuxedo Templar
Toggling a door to reverse its state (from open to closed and visa versa) isn't totally reliable, since because the door has a delay in opening and closing it can get thrown off when the state is set to toggle at just the wrong moment, leading to the door functioning in reverse of what its supposed to in some rare instances. You'd be better off being explicit and using triggers to explicitly enable (open) and disable (close), and toggling between those triggers instead of toggling the door doodad itself. Make sense?
lol Ya, Did you intend to have all that in two sentances?
I have never found a reason to use toggle for doors or switches. I can't think of a reason where ither of them is usefull.
 

-MatriX-

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Is this in the FAQ sticky? If it's not then we should really add it. This isn't a common question but it would still be helpful.

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Bolt Head

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The door in general you mean, yes but you got to make sure you include everything about it so it doesn't lack in content like 70% of the rest of the stuff.
 

FVCK.YOU

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Toggle Doodad state for the doors is for maps like Space Pirate RPG, when you walk in front of the door it opens and run in fast or the door will shut :p but you could do like Lotr and use the gate keeper. (TIP FOR LOTR HELMS DEEP: Use the gatekeeper to block the stairs so ultras can't stampede in. Hes invincable :D)
 

Bolt Head

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That could still be done with disable and enable. I would like to see an example where toggle actually benifits you. Unless you want spastic doors.
 

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