Space Engineers

Space Engineers

AdvancedDoor - Example Mod
 This topic has been pinned, so it's probably important
Eikester  [developer] 4 Jun, 2015 @ 8:11am
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
Last edited by Eikester; 25 Jun, 2015 @ 1:02pm
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Showing 1-15 of 16 comments
KZDarkheart 5 Jun, 2015 @ 5:58am 
Hay Eikester, I hope you know something: Your Awesome.
Tristavius 26 Jul, 2015 @ 5:59am 
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 Mar, 2016 @ 3:00am 
Thank You (^_^)
moderncolin 25 Mar, 2016 @ 5:42am 
Hey i cannot open up your FBX files in blender ..error canot open ACSII fbx .Could you upload Binary FBX to plz. ?
moderncolin 25 Mar, 2016 @ 7:12am 
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]
Last edited by moderncolin; 25 Mar, 2016 @ 7:14am
Eikester  [developer] 25 Mar, 2016 @ 7:54am 
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 Mar, 2016 @ 8:15am 
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  [developer] 25 Mar, 2016 @ 8:33am 
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 Mar, 2016 @ 9:14am 
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 Mar, 2016 @ 10:08am 
O its for a door like this. [img]http://i.imgur.com/oEScHd4.png[/img]
moderncolin 26 Mar, 2016 @ 6:49pm 
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]
Last edited by moderncolin; 26 Mar, 2016 @ 6:49pm
moderncolin 21 Apr, 2016 @ 3:38pm 
Hi Eikester is there a way of giving a advanced door subpart mountpoint ?
http://i.imgur.com/iJmWsoY.jpg
Last edited by moderncolin; 21 Apr, 2016 @ 3:40pm
moderncolin 2 Jun, 2016 @ 4:53am 
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  [developer] 4 Jun, 2016 @ 12:01pm 
normaly the Airtightness is controlled by the Mountpoints, that would be the first one to check if they are correct
moderncolin 4 Jun, 2016 @ 12:14pm 
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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