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Thread: 2 issues with my corpsed door setup

  1. #1
    Member
    Registered: Sep 1999
    Location: Portland, OR

    2 issues with my corpsed door setup

    As pictured, I have one of my window shutters has been made into a door *(StdDoor, spinny, with great cog placement).


    It can be damaged with a single hit and corpses into another object that has the same attributes of the original door object but the model is different, it has the window blown out, so now only the kick-plate below blocks the player, so you can appear to jump through now.

    One issue is, the opening angle is acting additive, like, when the door is open, and you shatter it, frobbing the now corpse version opens that angle again - so now it goes into the wall outside. You can't anticipate this, and reverse the directing for the corpse because you don't know it's original state.

    Is there some way then, to have the position remembered for my corpse version? Or alternatively, maybe not to have another object to in the hierarchy to corpse into, but just swap the model and bounding only?

    My other issue I wish I knew more about just to not have this issue come up again; the corpsed-into the world door object disappears on the final angle.

    I made it match the original door's 94, which doesn't hit the wall. I've lowered it to 50 and even cloned it to the middle of the room. Still disappears.
    I checked to see if it was slaying for no reason, and just put no result on slay just in case, buts still disappears. But honestly it wasn't inhearting anything from the other door, I actually copy and pasted what makes the door a door*. So I don't know what could be causing this. Saved a cow of this, and reloaded. Still disappears.
    Edit1: I placed what would be the corpse directly into world, it doesn't do this. So it appears to be linked to the fact that it came into the world via corpse. No idea why. I guess I can analyze a save-game to see that version and what it's doing.

    I will mess around to do reductive troubleshooting, but if anyone has any input lmk. Don't stress to much I might honestly just have the corpse be a door to be a disheveled version that is hanging off the wall and not frobbable to just put a end to both issues.

    Thanks!

  2. #2
    Member
    Registered: May 2002
    Location: Texas
    I wonder if you put both doors in at the same time but make the broken version slightly thinner (physics model too), and then link the two together using ScriptParams flavor & Double in the link data. When the good door is slain have it destroy itself so that the broken door is left behind.

  3. #3
    Member
    Registered: Sep 1999
    Location: Portland, OR
    Okay... thanks for your response John. I decided to go another way, no secondary corpse door necessary. Stand by, my new way is iffy at the moment.

  4. #4
    Member
    Registered: May 2002
    Location: Texas
    After I posted I realized my suggestion wouldn't have worked too well with transparent objects. I had used this idea in LS5 Part 2 with the flashing light fixtures. Anyway I hope you get yours figured out.

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