hi, i have a question, i got a door to close as you aproach but now i need it to open as you come closer, how will i fix that?
thanks

jacco;
hi, i have a question, i got a door to close as you aproach but now i need it to open as you come closer, how will i fix that?
thanks

jacco;
http://www.antihc3.dyndns.org/gameblender/ftp/slidingDoor.blend
near sensor connected to ipo actuator in flipper mode… for all of your door needs
[it’s also helpful if your door is the child of an empty or something, so you can duplicate the two and rotate them around and put them wherever you need a door in your scene without having to re-animate them…]
thats great thanks, i’ve been searching for this!
thanks
jacco;
err, i have another question, how can you make the door open away from you, wether you are in front or behind it?
That’s why it’s a sliding door. You could have a near sensor on each side of the door and call a different IPO if you wanted the swing out variety. Personally though, I like the doors that open into the player and knock him back about 3 feet and then close before he gets back there.
waaaaw, thats a helpfull reply!!!
i want to make a user friendly game!
jacco;
Sorry. My offbeat humor gets me in trouble that way.
don’t bump this topic
Uh, you just did bump the topic.
Anyway, here’s a pointer on swing doors. On each side of the door, put a plane at midsection level of the character. Make the plane’s face an invisible collision and set the object to Actor->Ghost. Set logic so when the character collides with the plane (in visual terms, the plane goes through the middle of the character), the door opens one way. Set bricks on the other plane so the door opens the other way.
i’ve tried that technique with armatures but i don’t rely get exacly what to do, maybe you could seent me an example or make a tut?
thanx
jacco;
Huh? Are you saying that you’ve made the door the child of an armature?
yes i have 
Ah. That would be the problem.
It is a good idea to try to save on the number of objects in the scene, but by making all doors the same object, controlled by the same armature, you force yourself to make many actions and logic bricks.
Unless you can afford to have all the doors open at once, I would highly recommend making each door a seperate object and forget about controlling them with armatures - just use IPOs.
EDIT: I am, of course, assuming there’s more than one door in the scene. If there is only one, then it’d be easier to use a plain door anyway because you’d save an armature.
there’s only one door…
can you tell me step by step what to do cuz i’m not following you here 
thx
jacco;
Pic: Click here
The red and yellow planes are Plane and Plane.001. Cube is the door.
Plane and Plane.001 have faces set to Invisible and Collison. They’re also set to Actor->Ghost.
Cube need not be an actor.
I forgot to link some of the bricks, but it’s pretty obvious anyway.
thanx it was usefull, allthough, because of the compression I can’t read the logic bricks 
jacco;