Space Engineers

Space Engineers

AdvancedDoor - Example Mod
 Dette emnet er festet, så det er nok viktig
Eikester  [utvikler] 4. juni 2015 kl. 8.11
Parameters
I will try to explain the new definition Parameters as good as possible:

Subparts are added in Definition (no dummies needed) like this:
<Subparts> <SubpartDefinition> <Name>HingedDoorLeft</Name> </SubpartDefinition> <SubpartDefinition> <Name>HingedDoorRight</Name> </SubpartDefinition> </Subparts>
SubpartDefinition has 3 Parameters:
Name: name of the Subpart Model without extension, will be translated to "path/to/subpart.mwm"
PivotPosition [optional]: Vector3, can be used to overwrite the Models Pivot
TO BE ADDEDHasPhysics [optional]: default = true, can be used to disable Collision for this Subpart

<OpeningSequence> <Opening> <IDs>0</IDs> <Move>Slide</Move> <SlideDirection x="-1" y="0" z="0" /> <MaxOpen>0.6</MaxOpen> <Speed>1</Speed> <OpenDelay>0</OpenDelay> <CloseDelay>1</CloseDelay> <OpenSound>BlockDoorSmallOpen</OpenSound> <CloseSound>BlockDoorSmallClose</CloseSound> </Opening> <Opening> <IDs>1</IDs> <Move>Slide</Move> <SlideDirection x="1" y="0" z="0" /> <MaxOpen>0.6</MaxOpen> <Speed>1</Speed> <OpenDelay>1</OpenDelay> <CloseDelay>0</CloseDelay> </Opening> </OpeningSequence>
OpeningSequence holds a list with Openings.
Openings have a couple of Parameters to define how a Subpart should move/rotate:

IDs: string with IDs of the Subparts the Opening should be applied to i.e. <IDs>0</IDs>, <IDs>0,1,2,3,4</IDs> or <IDs>0-4</IDs>
Move[optional]: can be either Rotate or Slide, default = Slide
Speed[optional]: how fast the Subpart moves, default = 1
SlideDirection: Vector3, <SlideDirection x="-1" y="0" z="0" /> would make the Subpart slides to the left
RotationAxis: X, Y or Z, default X
OpenDelay: default = 0, value in seconds
CloseDelay: default = 0, value in seconds
MaxOpen: either degrees or meters
PivotPosition[optional]: Vector3, can be used to override the Models Pivot, used in the SafeDoor example
OpenSound/CloseSound[optional]: default = none, this is per Subpart which means every subpart can play a different Sound when it starts Opening/Closing

The OpeningSequence is played backwards when a Door closes
Sist redigert av Eikester; 25. juni 2015 kl. 13.02
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KZDarkheart 5. juni 2015 kl. 5.58 
Hay Eikester, I hope you know something: Your Awesome.
Tristavius 26. juli 2015 kl. 5.59 
This opens up a *lot* of possibilities. Wish I'd seen it sooner - seems to be a lot of stuff sneaking into the game with nobody aware at the moment!
moderncolin 25. mars 2016 kl. 3.00 
Thank You (^_^)
moderncolin 25. mars 2016 kl. 5.42 
Hey i cannot open up your FBX files in blender ..error canot open ACSII fbx .Could you upload Binary FBX to plz. ?
moderncolin 25. mars 2016 kl. 7.12 
Hi Eikester i made a mod and cannot get the doors to open .I have detector_advanceddoor as terminal and get error in SE log do you no what could be causing this. ?
[img]http://i.imgur.com/yYCNaNz.png[/img]
Sist redigert av moderncolin; 25. mars 2016 kl. 7.14
Eikester  [utvikler] 25. mars 2016 kl. 7.54 
make sure you have proper collision files because a bad collision mesh can cause subparts to not move, another thing you can try is to add <UseModelIntersection>true</UseModelIntersection> in your sbc, also make sure the dummy name ends with _NUMBER i.e. detector_advanceddoor_1 even if you only have one
moderncolin 25. mars 2016 kl. 8.15 
Hi .Thanks for reply .Yep got UseModelIntersection in and just tryed detector_advanceddoor with numbers at the end still nilch .and am useing blender with harags addon Rigid body for collisions . Here's the .sbc file
http://textuploader.com/5nxlu
Eikester  [utvikler] 25. mars 2016 kl. 8.33 
do you have dummies like subpart_door1 in your model? if so you have to use the dummies name without the subpart_ prefix in your sbcs SubpartDefinition <Name> field i.e.
<SubpartDefinition>
<Name>door1</Name>
</SubpartDefinition>

<Name> can be either the Models name without the .mwm suffix, in this case you should not use subpart_ dummies OR the name of the subpart_ dummy without the prefix, in this case it acts like a reference to the dummy in the model
moderncolin 25. mars 2016 kl. 9.14 
Um i took out all subpart_empties/dummys from model when useing this .sbc to get subparts to load ingame .. i just re added empties/dummys to model with name of teh subpart without the subpart_ and linked to the model and still nothink i dont no wats happing
moderncolin 25. mars 2016 kl. 10.08 
O its for a door like this. [img]http://i.imgur.com/oEScHd4.png[/img]
moderncolin 26. mars 2016 kl. 18.49 
Hey ok i got them working somthink must of been up with my .sbc dont no what it give no errors . I started agian useing your .sbc as base its now working .Thanks You Eikester . Here's my .sbc now http://txt.do/5ngz2 .. and a gif of door [img]http://i.imgur.com/vhY4LOV.gif[/img]
Sist redigert av moderncolin; 26. mars 2016 kl. 18.49
moderncolin 21. apr. 2016 kl. 15.38 
Hi Eikester is there a way of giving a advanced door subpart mountpoint ?
http://i.imgur.com/iJmWsoY.jpg
Sist redigert av moderncolin; 21. apr. 2016 kl. 15.40
moderncolin 2. juni 2016 kl. 4.53 
Hey Eikester i have made doors with the advanced door method but they are not air tight for some reason .. Do you no what may be causing this ? I can add <IsAirTight>true</IsAirTight> but then its allways airtight wether there open or closed
Eikester  [utvikler] 4. juni 2016 kl. 12.01 
normaly the Airtightness is controlled by the Mountpoints, that would be the first one to check if they are correct
moderncolin 4. juni 2016 kl. 12.14 
Hey yep it sure was i had them covering ther front and back of the door's... But i tried to make a door like the airtight slide door that can be mounted on all 6 side's ..But when i would put the mount point's off the slide door on my door it would just be air tight even when door where open any clue's ? the only thing different is the definitions but would that make a difference's
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