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Castle gates

09-09-2002, 06:31 AM#1
Guest
I have a region that open and closes the gate on my map, but when it gets destroyed, and someone enters the region again, it just show the open gate animation and stays like that.

what i want is the gate to open and close normally, but when someone actually destroys the gate, it stays broken.
09-09-2002, 08:25 AM#2
Guest
Create another trigger for when that Doodad is destroyed, and then turn the opening trigger off.
09-09-2002, 08:53 AM#3
Guest
Thats the thing, when the gate is opened, the trigger i have set

Destructable doodad - Gate <gen> dies

counts the gate opening as dead too, i donno if this is me using the wrong event trigger, or a bug.
09-09-2002, 08:59 AM#4
exN
Quote:
Originally posted by WatchDragon
Thats the thing, when the gate is opened, the trigger i have set

Destructable doodad - Gate <gen> dies

counts the gate opening as dead too, i donno if this is me using the wrong event trigger, or a bug.


In this trigger you should add:
turn off trigger that open the door
turn off trigger that close the door

This should works
09-09-2002, 06:18 PM#5
Guest
Quote:
Thats the thing, when the gate is opened, the trigger i have set

Destructable doodad - Gate <gen> dies

counts the gate opening as dead too, i donno if this is me using the wrong event trigger, or a bug.

Alright then, put a condition in it checking the life of the Doodad. Only turn them off if the Life is 0. It's a Real Comparison.
09-09-2002, 08:03 PM#6
Newhydra
Quote:
Alright then, put a condition in it checking the life of the Doodad. Only turn them off if the Life is 0. It's a Real Comparison.


Will not work because of how wc3 handles gates. When a gate is opened with the open gate action the gate's health is set to 0 and its open animation is played. When its closed, its health is set to 100% and its closed animation is played.

Do a search on gates(or destructible doodad) and my name, I answered this question a while ago, so you should find something there.