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Doors With Handle


BlackThief

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I think we should definitely have doors with working handles in the video, otherwise people will start to complain about that. I modeled a door with a handle today, but I don't know:

1. how to get the model working as a door

2. how to animate the handle (I assume it has to be done with an animation)

 

 

anyway here're some screens:

handle_close1.jpg

 

door_model.jpg

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Thanks BT, I've been looking for those for a while. Looks really good. Here's a link on the subject just in case: http://forums.thedarkmod.com/index.php?showtopic=779

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In order to be able to frob them, they must be seperate entities on the doors.

 

I guess we will need md5animations though, because otherwise I can't rotate them properly. When I rotate the entity by code, then it would rotate the entire entity. It depends on wether the lock should highlight as well (which I think it should) or only the handle itself. If only the handle, I can rotate it by code, otherwise we need an animation for it.

Gerhard

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We don't really have to frob the handle separately if that creates problems. It worked in previous games by frobbing the whole door. If it's unlocked, it opens. If your lockpicks are selected, then you enter lockpicking mode. I'm not sure there's any benefit to frobbing the handle, and it would make it harder to go through doors while running.

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There is a difference IMO wether you frob a handle (includig the lock doesn't really matter) or the whole door. When I frob a door I want to open it, while when I frob the handle I want to either lock/unlock it, either by lockpicking or by a key. Frobbing always the door is IMO not desirable. Also we will need handles as seperate entities anway, because we also want to apply them to chests and other stuff as well. So the handle doesn't need to be positioned on a door. Consider the cell locks in teh original games. Usually they were placed on the wall beside the door in many cases. So I would think it is much better to have a lock entity, where the lockpicking/key is applied to, otherwise we create an unncessary special case for doors.

Gerhard

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So if you frob the whole door and the door is unlocked, it opens.

 

If you frob the handle and the door is unlocked, what happens? Does it also open the door?

 

I guess forcing players to frob the handle/lock to lockpick it is reasonable, since they'd have to get closer to the door to do it in real life too.

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From an interface point of view, it makes sense to keep it the T2 way. If a door is locked, you can't open it, but you can use an object to unlock it. If a door is locked, you can open it, and you can use an object to lock it. No other interaction seems nessecary so there isn't a reason to seperate the handle from the door when frobbing.

 

As for the handle moving as you pick it, I think this should be done with an anim, and the current frame of the anim is modified with the code.

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