GoldenEye: Source Forums

  • December 22, 2024, 04:13:27 pm
  • Welcome, Guest
Advanced search  

News:

Pages: [1]   Go Down

Author Topic: Door mechanics  (Read 9155 times)

0 Members and 1 Guest are viewing this topic.

majikmushi

  • 00 Newbie
  • Posts: 1
  • Reputation Power: 0
  • majikmushi has no influence.
  • Offline Offline
Door mechanics
« on: January 31, 2015, 02:43:52 am »

Hi,
Loving the mod, however something is bothering me, the door mechanics aren't quite right - In the n64 version the doors allowed re-triggering so if it was closing you could start opening it without waiting for it to finish it current movement and vice versa. Alot of gun fights used to happen around doors and retriggering made it more interesting.
Also is there some way of turning fall damage off?

Cheers
Logged

Enzo.Matrix

  • Lead Public Relations
  • GE:S Fanatic
  • *****
  • Posts: 3,095
  • Reputation Power: 179
  • Enzo.Matrix is awe-inspiring!Enzo.Matrix is awe-inspiring!Enzo.Matrix is awe-inspiring!Enzo.Matrix is awe-inspiring!Enzo.Matrix is awe-inspiring!Enzo.Matrix is awe-inspiring!Enzo.Matrix is awe-inspiring!Enzo.Matrix is awe-inspiring!Enzo.Matrix is awe-inspiring!Enzo.Matrix is awe-inspiring!Enzo.Matrix is awe-inspiring!Enzo.Matrix is awe-inspiring!
  • Offline Offline
Re: Door mechanics
« Reply #1 on: January 31, 2015, 04:03:15 am »

Thank you for checking us out!

The doors have always been an issue for us.  The Source engine has not allowed us to mimic the door mechanics on par, you will notice on Facility most are left open.  This is due to the glitches that will happen.  Even more so on double doors.
Logged
GoldenEye: Source Co-Creator
Personal Mission: -Play GE:S with a GE007 N64 Dev (Dr. Doak)
-GE:S reviewed by Yahtzee
Pages: [1]   Go Up