So in this scenario that im busy hampstering away at, i planned to use doors to control player location. ie; players cannot go through door X untill they unlock it.
Now after looking through every single doodad and item in the galaxy editor, im at a loss as to what i should use.
So now it comes to if i should scrap the idea of the doors entirely or find a suitable alternative.
do you think using supply depots to raise/lower would be an effective door? am i able to modify the supply depot stats to make them LOS blockers as well?
I dunno, any ideas or information would be a help, ive been staring at this for a couple hours now with no results.
You can make 2 doodads using the same model and just make 1 have 0 collide and 1 with collide, and then when they unlock the door a trigger replaces the 1 with collide with 1 without it.
Is the question what model you should use for doors or simply how to do the pathing?
If it's a question of pathing, then @ZeroAme: Go: I'm not sure if your pathing solution works simply because when you remove Doodads I believe their pathing is preserved? (I may be wrong if the game treats replacing differently than removing + creating). If ZeroAme's does work then just do what he said. Otherwise do the same thing but use Units so that pathing is removed. Again, not really sure about that.
Anyway, if it's about the model, though, aren't there some cool futuristic-looking doors in the Space Platform Doodads? Not sure if they have variations, though...
So in this scenario that im busy hampstering away at, i planned to use doors to control player location. ie; players cannot go through door X untill they unlock it.
Now after looking through every single doodad and item in the galaxy editor, im at a loss as to what i should use.
So now it comes to if i should scrap the idea of the doors entirely or find a suitable alternative.
do you think using supply depots to raise/lower would be an effective door? am i able to modify the supply depot stats to make them LOS blockers as well?
I dunno, any ideas or information would be a help, ive been staring at this for a couple hours now with no results.
You can make 2 doodads using the same model and just make 1 have 0 collide and 1 with collide, and then when they unlock the door a trigger replaces the 1 with collide with 1 without it.
Is the question what model you should use for doors or simply how to do the pathing?
If it's a question of pathing, then @ZeroAme: Go: I'm not sure if your pathing solution works simply because when you remove Doodads I believe their pathing is preserved? (I may be wrong if the game treats replacing differently than removing + creating). If ZeroAme's does work then just do what he said. Otherwise do the same thing but use Units so that pathing is removed. Again, not really sure about that.
Anyway, if it's about the model, though, aren't there some cool futuristic-looking doors in the Space Platform Doodads? Not sure if they have variations, though...
I want to know how to do both. >.<
If you're okay with using placeholders for the time being it's basically a sure thing that the release version of the game will have door units.