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Making a door script without fade out/fade in?

 
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sheamkennedy




Joined: 06 May 2013
Posts: 23
Location: Canada

PostPosted: Sat Jul 06, 2013 6:13 pm    Post subject: Making a door script without fade out/fade in? Reply with quote

I was wondering if it is possible to make my own door script. The normal in-editor doors are fine for most purposes but I wanted to know if I could make my own without any fading? This is more of a curiosity than anything, I'd just like to see if it changes a visual problem that has been bothering me with the current doors I have in this specific map of mine.
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The Abominable Doctor Zee
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PostPosted: Sat Jul 06, 2013 11:55 pm    Post subject: Reply with quote

There's a lot of ways to do it, but most of them would hnge around step-on npcs and this plotscripting command: http://hamsterrepublic.com/ohrrpgce/docs/plotdict.xml#about-teleporttomap
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Sun Jul 07, 2013 7:16 am    Post subject: Reply with quote

What The Abominable Doctor Zee says was true all the way up until very recently.

In the latest versions there is actually a new command "door at spot(x, y)" that lets you check to see if a door exists at a given location. You can use this in an each-step script to manually script your doors if you want to.

(altough honestly this method is *almost* as much work as the invisible step-on NPC method)
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sheamkennedy




Joined: 06 May 2013
Posts: 23
Location: Canada

PostPosted: Sun Jul 07, 2013 8:38 am    Post subject: Reply with quote

Perfect, thank you.
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BMR
Aspiring Megalomaniac




Joined: 27 Dec 2008
Posts: 21
Location: The Philippines

PostPosted: Mon Jul 08, 2013 2:13 am    Post subject: Reply with quote

You could just not use the in-editor doors altogether. Have a long list in your each-step script that checks if the player is at a certain X,Y coordinates. If the player is, then have it fire a script. That way, you don't have to bother about placing anything on the map.
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