Jump to content

Recommended Posts

Posted

Just a quick question as to which kind of doors you guys prefer.

I'm currently making a map using CE2/Crysis, and while it's mostly outside there's maybe 30-ish doors in the level. What's your preferred mode of interaction?

1. Using a button to rotate/translate the door a fixed amount

2. Have it physics based like in Rage engine games e.g. GTA4 & Max Payne 3

I'm using option 2 for any door that's on hinges, and not powered by a motor, which matches the criteria of most of the doors in my map.

  • 1 month later...
Posted

I was thinking a physics activated button.

So a button that responds to both 'use' input and the impulse of an external rigid body or force?

It's easy enough to get a switch that responds to 'use' input and being shot at, or registering damage. But to really 'physicalise' it might be a bit trickier.

I think that may be possible in CE by making a 'usable' rigid body entity. The issue I immediately think of is how to do the limit the movement of the rigid body. Maybe it's no problem in CE3, but I'm using CE2, and the constrain entity only imposes angular constraints. I guess I could just build a hollow box around the button, but I think that'll look really ghetto...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...