Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Vertigo 7 on December 03, 2008, 06:01:29 pm

Title: hangar doors
Post by: Vertigo 7 on December 03, 2008, 06:01:29 pm
Is it possible to have a hangar door that can open and close on a model? I realize it would have to be scripted but in the case of a model I'm doing, the hanger is extruded and I would like to beable to script the door to open prior to a fighter launch or when ever i feel like opening it and then closing it back... it just wouldn't look right leaving it open all the time plus i want it to be a destroyable sub system
Title: Re: hangar doors
Post by: TrashMan on December 03, 2008, 06:15:15 pm
IT would ,but it's kinda backward ATM.

They can't really SLIDE without some going trouhg a m,ore complicated process of having several moving parts for one door. See, objects can only rotate. So you can have a door that opens with swinging easily. Not so with sliding.

Basicely, it has to be a subobject. It's initial rotation (position) can be adjusted in the tables and to open/close it all you need is to call in a SEXP when the conditions are met (mission is over, fighter close to the door)
Title: Re: hangar doors
Post by: Vertigo 7 on December 03, 2008, 06:26:36 pm
what if the door is semi spherical shaped? i draw picture.. one min

(http://i421.photobucket.com/albums/pp294/dkinnane/hangardoors.jpg)

so basically the door slides open in a circular motion. I wouldn't care if you could see the door inside the hangar in its open position

yay for l337 photoshop skillz, right?!
Title: Re: hangar doors
Post by: TrashMan on December 03, 2008, 06:40:52 pm
You means something like the hangar door on the back of the old Enterprise?

Yeah, that's basicely a rotation with the object axis/center being at the very center of the imaginary sphere. That should work.
Title: Re: hangar doors
Post by: Vertigo 7 on December 03, 2008, 06:43:59 pm
oh you suck, howd you know what i was workin on? =p
Title: Re: hangar doors
Post by: LeGuille on December 03, 2008, 07:14:32 pm
Can you make an animated texture for hanger doors? And then use a SEXP to call for a texture-change? It would work for a temporary use, but not permanent.
Title: Re: hangar doors
Post by: Vertigo 7 on December 03, 2008, 07:26:35 pm
well i think this way trashman said would work best. I haven't modeled the hangar itself yet, which really its just going to be the doors so I think it would be simpler to do it this way... i donno yet, i may model an actual hangar, i'll just have to see how it turns out.
Title: Re: hangar doors
Post by: JGZinv on December 03, 2008, 09:04:49 pm
Not trying to hijack...

But wouldn't the same principle work for say a spiral/camera shutter/iris type
door?

FringeSpace is looking at doing as such in the future, we're a ways off from building
the carriers we'd want to implement it on though.

Pic for illustration..

[attachment deleted by admin]
Title: Re: hangar doors
Post by: Vertigo 7 on December 03, 2008, 09:08:54 pm
I wouldn't see why not. the only thing is each triangle would have to be treated as a sub object in order for the rotation to work. I think FS would also treat each as targetable so that could present a problem depending on how you implement it (i may be wrong about that since multi part turrets are targeted as 1 object)

*edit

The thing about FS is each moving object has to be a sub object, like turrets for example... 2 part turrets have a base and an arm(s) the base spins the turret on 1 axis while the arms pivot on another axis perpendicular to the base to point and shootz.
Title: Re: hangar doors
Post by: blowfish on December 03, 2008, 09:26:52 pm
It's easy enough to define a subobject as untargetable...
Title: Re: hangar doors
Post by: Vertigo 7 on December 03, 2008, 09:33:34 pm
true enough but i'm thinking about my hangar sub object. the doors are gonna be a sub object of the hangar sub object (and thus blow uppable!) the whole area would have its target box around it... if i was doing the door just out there i donno... maybe i should lay off the crack a bit
Title: Re: hangar doors
Post by: Vasudan Admiral on December 03, 2008, 09:36:18 pm
Just don't use too many parts and an iris should work fine. (I'm not certain if animated subobjects count towards the rotating subobject limit)
Title: Re: hangar doors
Post by: Nuke on December 04, 2008, 07:51:42 pm
i bet an iris door would be fairly easy to do. since you only have to pivot the triangular sections up around one of the interior corners, and all by the same amount. this type of door also works if you need to shoot through them. i tried an overelaborie hactch system on one ship and while it works it doesnt look right. you dont really need to script the doors, the in table version of the animation code will work fine. then use subsystem flags to hide the door sections or make them indestructible if desired.
Title: Re: hangar doors
Post by: Droid803 on December 04, 2008, 08:07:59 pm
It's easy enough to define a subobject as untargetable...

The issue is that for a subobject to rotate properly, it has to be targetable and destructible.
I've tried it with the rotating solar panels/gravity blocks on some ships. If its indestructible, it doesn't rotate.
That might not be the case with triggered rotation, but for passive, continuous rotation this is the case.
Title: Re: hangar doors
Post by: blowfish on December 04, 2008, 08:19:45 pm
Odd ... untargetableness seems to work fine for Steve-O's fighter pack.  They're all destroyable though.
Title: Re: hangar doors
Post by: Nuke on December 04, 2008, 08:24:51 pm
It's easy enough to define a subobject as untargetable...

The issue is that for a subobject to rotate properly, it has to be targetable and destructible.
I've tried it with the rotating solar panels/gravity blocks on some ships. If its indestructible, it doesn't rotate.

those bugs have been beaten out long ago. check your submodel origin.
Title: Re: hangar doors
Post by: Trivial Psychic on December 06, 2008, 09:15:59 pm
One possibility for a hanger door would be one that appears to be vertically sliding, but actually rotates around a point far to the rear.  Unfortunately, IIRC it would have to be untargetable, since the target box would stretch back to include the rotation point.  It would also have to be indestructible, as the explosion of it being destroyed would also extend back to the rotation point.
Title: Re: hangar doors
Post by: Vertigo 7 on December 06, 2008, 09:33:25 pm
too bad we cant use garage doors
Title: Re: hangar doors
Post by: LeGuille on December 06, 2008, 09:44:05 pm
Just think... we can fire lasers and blow up planets, but we can't figure out how to make a door.
Title: Re: hangar doors
Post by: Vertigo 7 on December 06, 2008, 09:50:17 pm
haha yeah i think we missed a step in the evolutionary cycle
Title: Re: hangar doors
Post by: Nuke on December 06, 2008, 11:39:27 pm
too bad we cant use garage doors

actually you can with some pretty ****ed up hierarchy :D
Title: Re: hangar doors
Post by: --Steve-O-- on December 07, 2008, 06:51:33 pm
morbid curiosity makes me want to see such a hierarchy.