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Help needed on ThDoors... mostly doors...

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  • Help needed on ThDoors... mostly doors...

    Hi everyone!

    I would like to know the following...

    1. How can I have a ThDoor broadcast an event whenever they are opened or closed?

    2. Why is it that when I create a subclass of Mover, copy all the code from ThDoor into it, change a dozen of lines, I can no longer use it as a ThDoor? I can't frob it.

    Please help! My map depends on it!

    Thx in advance,
    Kael
    "Nosce te ipsum et quies cortuum assequeris"

  • #2
    Originally posted by Kael
    Hi everyone!

    I would like to know the following...

    1. How can I have a ThDoor broadcast an event whenever they are opened or closed?

    2. Why is it that when I create a subclass of Mover, copy all the code from ThDoor into it, change a dozen of lines, I can no longer use it as a ThDoor? I can't frob it.

    Please help! My map depends on it!

    Thx in advance,
    Kael
    1. Add a Trigger>SpecialEvent with Object>InitialState set to DisplayMessage.
    Set SpecialEvent >bBroadcast to True.
    Input your message in SpecialEvent>Message (I like my being a cheese)

    2. The famous error: You have made A Big Mess!

    Comment


    • #3
      Originally posted by Kael
      2. Why is it that when I create a subclass of Mover, copy all the code from ThDoor into it, change a dozen of lines, I can no longer use it as a ThDoor? I can't frob it.
      Oh dear, this doesn't sound like a good idea, what exactly are you trying to change?

      I have no idea what the situation is, but it would be surely easier to subclass ThDoor instead & overwrite ther functions that you are changing. That way, the mover will still be identified as a ThDoor, due to being a subclass.

      (I suspect the Thievery base-code has a few built-in checks involving frobs: i.e. is the selected object a ThDoor?)

      Comment


      • #4
        Originally posted by LegalAssassin
        1. Add a Trigger>SpecialEvent with Object>InitialState set to DisplayMessage.
        Set SpecialEvent >bBroadcast to True.
        Input your message in SpecialEvent>Message (I like my being a cheese)

        2. The famous error: You have made A Big Mess!
        Hi!

        1. It appears that this is what I need to broadcast a text message and not an event. That was not what I wished. Thx anyway, cause I didn't know this.

        2. That does not appear to be a constructive comment, but if it makes you happy... Anyway, why is it a big mess when I can revert to any stage of development? I was careful enough about it...

        Bye,
        Kael
        "Nosce te ipsum et quies cortuum assequeris"

        Comment


        • #5
          Originally posted by The_Dan
          Oh dear, this doesn't sound like a good idea, what exactly are you trying to change?

          I have no idea what the situation is, but it would be surely easier to subclass ThDoor instead & overwrite ther functions that you are changing. That way, the mover will still be identified as a ThDoor, due to being a subclass.

          (I suspect the Thievery base-code has a few built-in checks involving frobs: i.e. is the selected object a ThDoor?)
          Ok...
          PROBLEM:
          I need to create a subclass of ThDoor for it to work with a modified version of a CodeMaster.
          The new version, works directly with ThDoors and doesn't need CodeTriggers in between.
          I need to add the code necessary to perform the CodeTrigger functions to the ThDoor.

          FACTS:
          Dalai had told me that a subclass of ThDoor won't be "addable" through the "Add Mover" button, only a direct subclass of Mover.
          THAT was why I created a subclass of Mover, copy the whole code into it and change the lines.

          I could create a subclass of ThDoor (since there appears to already be one, even though it can only be added using the "console" command: ADDMOVER etc etc), however when I did so, the object wasn't frobable.

          ALTERNATIVE:
          Use the different CodeMaster
          Change the CodeTriggers
          HOWEVER...
          I still need a way to somehow detect that a ThDoor was opened or closed.

          That was why I asked those two questions.

          Can someone help me?
          Please?
          Pretty please?

          *makes small sad puppy face*

          Cya,
          Kael
          "Nosce te ipsum et quies cortuum assequeris"

          Comment


          • #6
            Originally posted by Kael
            FACTS:
            Dalai had told me that a subclass of ThDoor won't be "addable" through the "Add Mover" button, only a direct subclass of Mover.
            THAT was why I created a subclass of Mover, copy the whole code into it and change the lines.
            With all due respect to Dalai, have you actually tried subclassing ThDoor?

            Microwave Oven's ThDoor2 is a subclass of ThDoor & works fine.

            Comment


            • #7
              Originally posted by Kael
              I could create a subclass of ThDoor (since there appears to already be one, even though it can only be added using the "console" command: ADDMOVER etc etc), however when I did so, the object wasn't frobable.
              Maybe I did something wrong??

              Any more ideas?

              I'll try it again, but please make some more suggestions...
              "Nosce te ipsum et quies cortuum assequeris"

              Comment


              • #8
                Originally posted by The_Dan
                Microwave Oven's ThDoor2 is a subclass of ThDoor & works fine.
                Btw... where is that?
                In which map?

                =)
                "Nosce te ipsum et quies cortuum assequeris"

                Comment

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