3rd Party Models/Media Chat / Here is a weird one

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TazMan
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Posted: 27th Mar 2018 11:07
I created a Door frame and an Animated Door, the door works perfectly with the exception of when I place it on the door frame. When I put the door alone and test it the script runs, I press 'E' and the door opens and closes. When I do the same but put the door in the door frame, I get nothing, the script doesn't even seem to be running when I get close enough to the door because the text does not appear as it did before.

Has anyone come across this before or is it a beta error that I have to report.

Thanks Andrew...
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OldFlak
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Posted: 27th Mar 2018 11:29 Edited at: 27th Mar 2018 11:32
Yeah that should work....

With the exception of the Igloo Bunker set I put in the store where the door and frame are 1 item, I usually do all my doors separate from the frame.

Can you post your FPE for both items? Are you using PP? (although everything in my current design level is working OK and I am using PP all the time now)

Reliquia....
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TazMan
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Posted: 27th Mar 2018 13:07 Edited at: 27th Mar 2018 13:26
Sorry, Reliquia I am not sure what PP is but here is the FPE for the Animated Door:



And here is the FPE for the Door Frame:


The thing is this has worked before many times, I even tested the last door and frame that I created and it all worked perfectly.

Andrew...
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GraPhiX
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Posted: 27th Mar 2018 14:17
Hi TazMan

is there any reason why you are using appear1.lua and dissappear1.lua ? try taking the number 1 out unless you have created custom ones also try using apbr_anim.fx shader for your door.

if the door is two sided I don't think the cullmode is required either
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Belidos
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Posted: 27th Mar 2018 14:33
GraPhiX the aiinit and aidestroy lines are legacy lines from very early versions of FPSC reloaded, they don't do anything any more and don't need to be in .fpe's

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OldFlak
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Posted: 27th Mar 2018 14:41 Edited at: 27th Mar 2018 14:44
Hi all

TazMan: Yeah, can't see anything amiss aside from the cullmode line which forces the texture to be displayed on both sides of the mesh - so nor required (Hint: good for separate glass), but that shouldn't prevent the anims working.

Also unless the frame has parts the player can walk thru I wouldn't use collision on it at all - just using resources for no reason. So use 11 for that, or use 12 so it spits debris when the player shoots it. But again I can't see that preventing the anims either.

Have you tried on a fresh map....

Clutching at straws.....

Also what Belidos says - weird thing is the importer still adds those lines if I remember correctly - lol.....

Reliquia....
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Belidos
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Posted: 27th Mar 2018 14:47
Quote: "Also what Belidos says - weird thing is the importer still adds those lines if I remember correctly - lol....."


Yeah there's still a lot of legacy junk in gameguru, someone needs to go through it and get rid of it, might help reduce the footprint of the software.

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TazMan
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Posted: 27th Mar 2018 15:48
Thanks for all this I will have a look at it all and yeah I have used old fpe's and changed things as I went. I really should clean things up now.

Andrew...
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TazMan
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Posted: 27th Mar 2018 16:15
Nope, I tried everything here and nothing worked, I even rebuild the entities and they still didn't work. What is strange is that I started a new level and placed the Animated Door on it. I then ran the level, walked up to the door and it worked perfectly. I then came out and placed the Door Frame over the working Door, ran the level and the same door that was working perfectly stopped working, this is crazy.

I know it seems mad, but the only thing that is stopping the Door working properly is the door frame because when I took it away from the door and tested the door again it worked as advertised. How could that be?

I also tried putting the two FPE's on an animated door and frame from my spooky set to see what happens and they also worked fine. So it seems there is nothing wrong with the FPE's.

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AmenMoses
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Posted: 27th Mar 2018 19:04
Wild guess but could the door frame be interfering with the 'is visible' code in the engine? If the engine thinks the door frame completely obscures the door then it won't be setting the flag and the script will not work.
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TazMan
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Posted: 28th Mar 2018 12:08
@AmenMoses The last thing I did last night was to strip the arch out of the wall and try this over the door because my wife said that it looks like the door frame is stopping it, which I thought was impossible, but by what you have just said it is not. Anyway, I tried the arch over the door and voila, it worked.

So It looks like the frame wall is interfering somehow, this, of course, means I will have to rebuild it, let's hope that when I rebuild it that it works this time, else I am going to be pulling what little hair I have left, out.

Thanks, Everyone

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AmenMoses
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Posted: 28th Mar 2018 19:05 Edited at: 28th Mar 2018 19:05
Or take the check out of the script to see if it animates without it.

Try the attached script (it is not the standard script but my own version so make a copy of the default one before installing this one!).
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TazMan
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Posted: 29th Mar 2018 14:22 Edited at: 29th Mar 2018 14:25
Wow, that actually worked AmenMoses, I literally have no hair now. Thanks for that but would anyone have a look at the models to see what might be wrong, I would love to know what went wrong in building them, I am putting the link to the zip file with them in.


http://reloadedobjects.com/forum/Errors/animated%20door/problem%20entities.zip

I have put them in as, FBX, .OBJ and .X just so you have plenty to play with.

Andrew...
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AmenMoses
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Posted: 29th Mar 2018 19:44 Edited at: 30th Mar 2018 13:35
The 'is visible' code probably uses the ray casting to detect if the player can see the object, I've found in the past that some models do not play well with the ray casting algorithm, maybe to do with the ordering of the vertices or something?

If the detection range is small, as it usually is for doors, then it is likely the player can see the door anyhow so the amended script should be fine.
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Belidos
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Posted: 30th Mar 2018 12:34
Not sure if you're talking about the same thing, but I was told ages ago isvisible was for AI to detect players and couldn't be used for players to detect.

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AmenMoses
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Posted: 30th Mar 2018 13:34
It's always been in the door.lua script and works fine with the door on it's own. The g_Entity[e].plrvisible flag is what it's call in the script, not sure where it comes from under-the-hood but it's probably a ray cast, there is a lot of ray-casting of different flavours going on in the engine.

Somehow the collision box for the frame must be overlapping the door and interfering with whatever the mechanism that sets the flag is doing.
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Belidos
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Posted: 30th Mar 2018 14:19
Sorry I typed AI and meant entity. Apparently it's for entities to detecut playears and doesn't work the other way round.

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AmenMoses
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Posted: 30th Mar 2018 14:30
Yep, it is set to '1' if the entity can 'see' the player, iow if there is a clear ray cast path between the players 'eye' position (ish) and the entity in question. Which is the same as saying 'can the player see the entity'. (not the same as 'is the player looking at the entity as it doesn't take camera angle into account)

Personally I don't usually use it because it is very unreliable, utillib has some alternatives that work better.


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TazMan
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Posted: 31st Mar 2018 13:22
OK, so I guess that all means that if I have a problem like this then I will have to not use that part of the script, the same as you have in the new door script for this door and door frame.

Thanks for all the help, I don't know what I would have done without you lot to be honest because this one was doing my head in.

Andrew...
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