I doubt this will take more than 5 minutes
I would like a fully open version of this door
castle_gate_arched01
the door halfs should be at like a 90* angle to the original door
Thank you
it should look like the doors on the left in the picture
Just use the simple code in your .hps file.
SetSwingDoorLocked(string& asName, bool abLocked, bool abEffects);
SetSwingDoorClosed(string& asName, bool abClosed, bool abEffects);
SetSwingDoorClosed("doorName", false, false);
The large doors are actually static entities. They are not swing doors.
Oh that was dumb of me I didn't even look at the picture he included, my bad.
Here you go
It's a 90° open door, just place it where the original castle gate is.
I just need to ask. To use custom models for my custom stories do I put my files in custom_stories/CUSTOMSTORY/models/ ?
(06-09-2011, 12:44 PM)xtron Wrote: [ -> ]I just need to ask. To use custom models for my custom stories do I put my files in custom_stories/CUSTOMSTORY/models/ ?
custom_stories/CUSTOMSTORY/entities/ENTITYNAMEFOLDER
Thanks man! works like a charm
wait shouldn't you put the custom entity in 2 folders?
/redist/entities/CUSTOMENTITY/
and in
/custom_story/CUSTOMSTORY/entities/CUSTOMENTITY/
so you have the entity in level editor and in the custom story so when you share the cstory with someone they have it too.
Don't think so, Bigzy sent me his custom story a while back and the way he had it structured was the way I mentioned above.
"\custom_stories\The Labyrinth\entities\gameplay\servant_grunt_ragdoll"
But I don't think the gameplay folder should matter, don't know though, to be honest.
It doesnt. I just put it in the /entities/CUSTOMITEM/ and it shows up as its own category and not under "Doors" which im sure If I stuck it in that Doors folder it work show up in there. ANYWAYS! I've gotten what I asked for, thanks again its a beauty.
too-da-loo