onji Posted July 14, 2012 Report Posted July 14, 2012 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. Quote
Puddy Posted July 15, 2012 Report Posted July 15, 2012 What the other guy said about what the other guy said! Quote
onji Posted July 15, 2012 Author Report Posted July 15, 2012 That settles it. Due to popular demand I'll be switching to switch based doors.... See what I did there? Thanks for the feedback. Quote
Steppenwolf Posted July 16, 2012 Report Posted July 16, 2012 Or you try something new. A physics door where you have to press a button if you don't want it to open automaticaly. Quote
Mr. Happy Posted August 18, 2012 Report Posted August 18, 2012 I was thinking a physics activated button. Quote
onji Posted August 18, 2012 Author Report Posted August 18, 2012 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... Quote
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