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Door made with Units

07-09-2005, 10:45 PM#1
SuperDuperGuy
I'm tring to make a door that behaves like a doodad door but having some trouble. everything is pretty much the same except for the open/close deal. So what i did was make a open/close ability, and the unit morphs into an open door. Now i just need to get the animation of open to be there in teh open state. I tried making a trigger that played the alt-death animation when the door used the open ability. It seems that it attempts to play the animation for closed door, and is interupted by the fact that it is now an open door. Anyone have any ideas on how to fix this?
07-09-2005, 10:49 PM#2
Guest
Wait, for the duration of the open animation?
07-09-2005, 11:09 PM#3
SuperDuperGuy
Well when i have a trigger that is triggered when unit is selected the door opens nd stays that way. now i just want that to happen when it morphs into an open door. there is no morph animation, it happens instantly. You dont see any animation happen cause i think it would animate if the ability didnt turn it into something else.


*EDIT: I figured out that i could just put a wait 0.01 seconds to let the unit change over to an open door. This played the open door animation. this would be almost a perfect door, but pathing seems screwed up. The path finding alogorithm sometimes treats an open door like a door, and vice versa (even though units can pass though)

also it seems that for the open/close ability Stats - Durration - Hero is the value that sets how long the unit stays in the morphed form, and Stats - Durration - Normal sets how long it takes for the unit to change over. is this correct? the names dont seem to describe what they are if thats the case....
07-11-2005, 08:08 PM#4
SuperDuperGuy
Ah ha! kind of. I made a door that uses the root ability, so the open state is an uprooted door, and made it not beable to attack or move. The pathing then works correctly. the other units know when it became uprooted right away, but not when a unit morphs for some reason. I still dont like this cause now the uprooted unit cant have any pathing map, and it will be needed for the rolling rock door cause the walkability is smaller.

Does any one know why when a building morphs into another building, the other units don't seem to know right away (im not even sure what triggers them to know) that the building changed? When i force a unit to go though the door when it is the open door, I manage to get though though by clicking next to the door a bunch of times. It seems once they walk on it, they then know it changed. Weird stuff. If i could solve this problem i would have perfect opening and closing doors, that also can be destroyed. They also get to be fortified.
07-14-2005, 11:34 PM#5
Peekaboo
A much easier way of doing it would be to have the door as a building with an edited version of roar, stomp or some other spell that activates on clicking, then have a trigger
Code:
EVENTS
Unit - Finishes casting an ability

CONDITIONS
Ability being cast is equal to 'open' (or whatever you call it)

ACTIONS
Unit - Remove ability open from triggering unit
Unit - Add ability close to triggering unit
Unit - Turn collision off for triggering unit
Animation - Add the 'alternate' animation tag to triggering unit

then have another trigger to close it:

Code:
EVENTS
Unit - Finishes casting an ability

CONDITIONS
Ability being cast is equal to 'close' (or whatever you call it)

ACTIONS
Unit - Add ability open to triggering unit
Unit - Remove ability close from triggering unit
Unit - Turn collision on for triggering unit
Animation - Remove the 'alternate' animation tag from triggering unit

Then it should work with no pathing problems and without having to root the door everytime