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Double doors and atdm:target_set_frobable


Springheel

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If I have a wardrobe with double doors, how do I handle the atdm:target_set_frobable entity?

 

Right now each door has a "trigger_on_close" "1" spawnarg on it, but instead, each door triggers the atdm:target_set_frobable on and off.

 

So if you open one door, you can frob things in the wardrobe. But if you then open the other door, you can't frob things anymore. Close one of the doors, and then you can.

 

I don't want to have to frob_peer both doors to open at the same time, although I will if there's no other option.

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Short answer:

 

Remove the target and trigger_on_close on DoorB.

 

Long answer:

 

Apart from the defaults, make sure these spawnargs are set as follows:

 

DoorA:

 

frob_peer DoorB

 

immune_to_target_setfrobable 1

 

lock_peer DoorB

 

open_peer DoorB

 

target FrobControl

 

trigger_on_close 1

 

 

DoorB:

 

frob_master DoorA

 

frob_peer DoorA

 

immune_to_target_setfrobable 1

 

lock_peer DoorA

 

open_peer DoorA

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Sorry if I'm being obtuse, but...

 

Remove the target and trigger_on_close on DoorB.

 

But then if the player opens only DoorB then they won't be able to frob anything?

 

Long answer:

 

Won't that result in Door A opening when Door B opens though? If that's the only way then I'll do that, but I was hoping the doors could still operate independently.

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Ah! You want the doors to open independently?

 

I answered the way I did because all of the prefab cabinets are set up to open both doors at the same time regardless of which one you frob.

 

----------------

 

If you want each door to act independently, then you're going to have to get tricky. (Which is probably why the prefabs treat 2 doors as one; it's simple.)

 

I don't think you can do this just by using spawnargs. You'll have to get triggers or a script involved somehow, since something is going to have to track whether the other door is open or closed.

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I'd use the stim/response system instead, so I could make the objects within frobable and remain so (since once the player sees them, it's no surprise if they grab them, even if they choose to close the door).

 

To do that, put a trigger response on the item(s), with "Set Frobable" checked on. Target them each from both doors. Set the doors to trigger on opening (the default: "trigger_on_open" "1").

 

This way the first door opening will make everything frobable, and the next door will be redundant, and closing will have no impact. It's unlikely players will frob through the doors since the doors are frobable themselves, and if they do, so be it, they already saw the stuff and know what's coming.

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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What about making two frob controls, one for each door? left door -> left frob control, right door -> right frob control.

 

Yeah, maybe if I make the frob-blocks small enough that would work. I'll give it a try, thanks for the idea.

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