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Author Topic:   Kick door problem
Skateboard Kid
Member

Posts: 90
From:Hillsborough,CA,USA
Registered: Feb 2001

posted 02-20-2001 05:27 PM     Click Here to See the Profile for Skateboard Kid   Click Here to Email Skateboard Kid     Edit/Delete Message   Reply w/Quote
I was playing my own level to see if the kick door would work , and it didn't, all I saw was lara's bum ,and the kick door was invisible or something ,it was strange.
Is anyone nice enough to help me on this.

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Reb@Eidos
Administrator

Posts: 290
From:
Registered: Nov 2000

posted 02-26-2001 09:45 AM     Click Here to See the Profile for Reb@Eidos   Click Here to Email Reb@Eidos     Edit/Delete Message   Reply w/Quote
First off, are you using the city WAD? The kick door has to be set up very specifically...best to check the example level to see how it's done....page 94 of the manual says: KICK_DOOR1 - Must be used with “Debris6” to work. Examine model carefully (room 101) to see how the door frame is placed and that the trigger is actually placed on the opposite side of approach.

Also, if all you saw was Lara's bum you may not have output your WAD correctly. If you are using city.was, you must output to city.tom and so forth. Hope this helps!

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Skateboard Kid
Member

Posts: 90
From:Hillsborough,CA,USA
Registered: Feb 2001

posted 02-26-2001 04:38 PM     Click Here to See the Profile for Skateboard Kid   Click Here to Email Skateboard Kid     Edit/Delete Message   Reply w/Quote
Thanks for your help,now I know what I did wrong.Anyways does the kick door have to be with debris 6?

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Lara Severi
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Posts: 376
From:Darlington
Registered: Jan 2001

posted 02-28-2001 02:43 AM     Click Here to See the Profile for Lara Severi   Click Here to Email Lara Severi     Edit/Delete Message   Reply w/Quote
The manual is wrong.

You have to use 'debris 0' (it goes around the door) and you set the trigger on the oppisite side of approach.
http://www.members.tripod.com/editor23

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runningonair
Member

Posts: 128
From:London, UK
Registered: Jan 2001

posted 02-28-2001 05:26 AM     Click Here to See the Profile for runningonair   Click Here to Email runningonair     Edit/Delete Message   Reply w/Quote
To make things more complicated, debris 1 and 2 also need to be used. Place them on either side of debris0. This stops Lara from running through the door frame after it has been opened.

Also I've only managed to get the kickdoor to work going from one room to another. The frame needs to be in the room Lara is in and the door in the room she is going to.

good luck!

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Reb@Eidos
Administrator

Posts: 290
From:
Registered: Nov 2000

posted 03-08-2001 01:03 AM     Click Here to See the Profile for Reb@Eidos   Click Here to Email Reb@Eidos     Edit/Delete Message   Reply w/Quote
If you would look at the door set-up in room 101 as suggested on page 94 of the manual, it does tell you that you need to place the trigger on the opposite side of the approach and you can readily see which additional objects are needed. It can save so much time and frustration, I don't understand why more people don't look at the example projects. Can someone clue me???

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Skateboard Kid
Member

Posts: 90
From:Hillsborough,CA,USA
Registered: Feb 2001

posted 03-08-2001 03:53 PM     Click Here to See the Profile for Skateboard Kid   Click Here to Email Skateboard Kid     Edit/Delete Message   Reply w/Quote
I've already studied it, and now I get it.

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