Yes, sliding doors work, but weren't ever really used in the T-DS maps. You have to make them manually. First, add a door from some other category if there was one in Hinged that you want to change to sliding. Open its actor links and delete the HingedAttachment link. Now add a new link of type SlidingAttachment, and copy the actor name down at the bottom to the TO: field, which links the object to itself. Now your door should slide instead of rotate. You'll probably want to change the sounds on it though since hinged door sounds don't really fit sliding doors. To do that, go to the scripts on the door and set bEnableScriptInherit to false and delete all the scripts with names like Wood1DoorClosing or Wood1DoorOpening. Then add WoodSlidingDoorMoving and WoodSlidingDoorStopping instead. You can find these in the Triggerscript browser under GameObjects>ObjectSounds.Originally Posted by ascottk
To open the door at the end of a conversation, you need to create some new scripts. First of all you'll probably want to turn off frobbing on the door so the player can't go open it before you want him to. Set Frob>FrobBias and Highlight>HighlightDist both to 0 on the door to disallow frobbing. At the end of your conversation you'll want to set a flag like ConversationWithGuyDone=true. Then create a new script with condition "When ConversationWithGuyDone is set to true" and action "Open any doors on linked object(s) MYSELF". Put that script on the door and you should be good to go.
I have no idea how you would change the player model, unfortunately. It might be hardcoded, but it also might be in gamesys somewhere, so I'd look around in there and see if you can find anything. Chances are you'd run into some problems replacing the Garrett model because the other ones don't have all the animations and such.Originally Posted by ascottk





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