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Need assistance on how to make 'Dynamic' doors and gates....



  • So, I've got the 'how to make dynamic doors and gates' in Menyoo down to a science. Suckin' major wind at getting them to work after coverting them to ymap. I've looked a number of tutorials and have followed their instructions to the letter with them being 'frozen in place' everytime. On the one hand, it's cool they 'self lock' like on a house door, garage or vault. But it's a PIA having to use Spooner to unlock them constantly. If those with the knowledge would kindly bestow it upon yon humble builder, verily I would be grateful....



  • @iammistahwolf I personally hate any assets done with xml, but did you try downloading an xml mod with dynamic doors and looking at how it was implemented?



  • @iammistahwolf

    I found an example which can be converted back to ymap.

    <?xml version="1.0" encoding="UTF-8" standalone="no"?>
    <CMapData>
      <name/>
      <parent/>
      <flags value="0"/>
      <contentFlags value="65"/>
      <streamingExtentsMin x="-10827.80000000" y="-10724.35000000" z="-615.88280000"/>
      <streamingExtentsMax x="9172.19600000" y="9275.65500000" z="5384.11700000"/>
      <entitiesExtentsMin x="-10827.80000000" y="-10724.35000000" z="-615.88280000"/>
      <entitiesExtentsMax x="9172.19600000" y="9275.65500000" z="5384.11700000"/>
      <entities>
        <Item type="CEntityDef">
          <archetypeName>v_ilev_roc_door4</archetypeName>
          <flags value="1572865"/>
          <guid value="0"/>
          <position x="-820.75000000" y="-749.00000000" z="-45.84047000"/>
          <rotation x="-0.07008511" y="0.00220680" z="-0.82051290" w="0.56731090"/>
          <scaleXY value="1.00000000"/>
          <scaleZ value="1.00000000"/>
          <parentIndex value="-1"/>
          <lodDist value="500.00000000"/>
          <childLodDist value="500.00000000"/>
          <lodLevel>LODTYPES_DEPTH_HD</lodLevel>
          <numChildren value="0"/>
          <priorityLevel>PRI_REQUIRED</priorityLevel>
          <extensions/>
          <ambientOcclusionMultiplier value="255"/>
          <artificialAmbientOcclusion value="255"/>
          <tintValue value="0"/>
        </Item>
        <Item type="CEntityDef">
          <archetypeName>v_ilev_roc_door4</archetypeName>
          <flags value="1572865"/>
          <guid value="0"/>
          <position x="-817.85320000" y="-706.37960000" z="438.14100000"/>
          <rotation x="-0.00000035" y="-0.00000044" z="0.71970170" w="0.69428350"/>
          <scaleXY value="1.00000000"/>
          <scaleZ value="1.00000000"/>
          <parentIndex value="-1"/>
          <lodDist value="500.00000000"/>
          <childLodDist value="500.00000000"/>
          <lodLevel>LODTYPES_DEPTH_HD</lodLevel>
          <numChildren value="0"/>
          <priorityLevel>PRI_REQUIRED</priorityLevel>
          <extensions/>
          <ambientOcclusionMultiplier value="255"/>
          <artificialAmbientOcclusion value="255"/>
          <tintValue value="0"/>
        </Item>
        <Item type="CEntityDef">
          <archetypeName>prop_bh1_44_door_01r</archetypeName>
          <flags value="1572865"/>
          <guid value="0"/>
          <position x="-836.41180000" y="-729.42710000" z="438.23430000"/>
          <rotation x="0.00000000" y="0.00000000" z="0.99987350" w="0.01590490"/>
          <scaleXY value="1.00000000"/>
          <scaleZ value="1.00000000"/>
          <parentIndex value="-1"/>
          <lodDist value="500.00000000"/>
          <childLodDist value="500.00000000"/>
          <lodLevel>LODTYPES_DEPTH_HD</lodLevel>
          <numChildren value="0"/>
          <priorityLevel>PRI_REQUIRED</priorityLevel>
          <extensions/>
          <ambientOcclusionMultiplier value="255"/>
          <artificialAmbientOcclusion value="255"/>
          <tintValue value="0"/>
        </Item>
        <Item type="CEntityDef">
          <archetypeName>prop_bh1_44_door_01r</archetypeName>
          <flags value="1572865"/>
          <guid value="0"/>
          <position x="-824.26480000" y="-729.46710000" z="438.16420000"/>
          <rotation x="0.00000000" y="0.00000000" z="0.99997430" w="0.00717927"/>
          <scaleXY value="1.00000000"/>
          <scaleZ value="1.00000000"/>
          <parentIndex value="-1"/>
          <lodDist value="500.00000000"/>
          <childLodDist value="500.00000000"/>
          <lodLevel>LODTYPES_DEPTH_HD</lodLevel>
          <numChildren value="0"/>
          <priorityLevel>PRI_REQUIRED</priorityLevel>
          <extensions/>
          <ambientOcclusionMultiplier value="255"/>
          <artificialAmbientOcclusion value="255"/>
          <tintValue value="0"/>
        </Item>
        <Item type="CEntityDef">
          <archetypeName>v_ilev_finelevdoor01</archetypeName>
          <flags value="1572865"/>
          <guid value="0"/>
          <position x="-841.78690000" y="-726.30740000" z="436.94470000"/>
          <rotation x="0.00000000" y="0.00000000" z="0.70212090" w="0.71205770"/>
          <scaleXY value="1.00000000"/>
          <scaleZ value="1.00000000"/>
          <parentIndex value="-1"/>
          <lodDist value="500.00000000"/>
          <childLodDist value="500.00000000"/>
          <lodLevel>LODTYPES_DEPTH_HD</lodLevel>
          <numChildren value="0"/>
          <priorityLevel>PRI_REQUIRED</priorityLevel>
          <extensions/>
          <ambientOcclusionMultiplier value="255"/>
          <artificialAmbientOcclusion value="255"/>
          <tintValue value="0"/>
        </Item>
        <Item type="CEntityDef">
          <archetypeName>v_ilev_finelevdoor01</archetypeName>
          <flags value="1572865"/>
          <guid value="0"/>
          <position x="-841.74620000" y="-729.21880000" z="436.94470000"/>
          <rotation x="0.00000000" y="0.00000000" z="-0.71205750" w="0.70212110"/>
          <scaleXY value="1.00000000"/>
          <scaleZ value="1.00000000"/>
          <parentIndex value="-1"/>
          <lodDist value="500.00000000"/>
          <childLodDist value="500.00000000"/>
          <lodLevel>LODTYPES_DEPTH_HD</lodLevel>
          <numChildren value="0"/>
          <priorityLevel>PRI_REQUIRED</priorityLevel>
          <extensions/>
          <ambientOcclusionMultiplier value="255"/>
          <artificialAmbientOcclusion value="255"/>
          <tintValue value="0"/>
        </Item>
        <Item type="CEntityDef">
          <archetypeName>prop_bh1_44_door_01r</archetypeName>
          <flags value="1572865"/>
          <guid value="0"/>
          <position x="-829.64340000" y="-726.17800000" z="438.18430000"/>
          <rotation x="0.00000021" y="0.00000543" z="-0.02020593" w="0.99979590"/>
          <scaleXY value="1.00000000"/>
          <scaleZ value="1.00000000"/>
          <parentIndex value="-1"/>
          <lodDist value="500.00000000"/>
          <childLodDist value="500.00000000"/>
          <lodLevel>LODTYPES_DEPTH_HD</lodLevel>
          <numChildren value="0"/>
          <priorityLevel>PRI_REQUIRED</priorityLevel>
          <extensions/>
          <ambientOcclusionMultiplier value="255"/>
          <artificialAmbientOcclusion value="255"/>
          <tintValue value="0"/>
        </Item>
        <Item type="CEntityDef">
          <archetypeName>v_ilev_roc_door4</archetypeName>
          <flags value="1572865"/>
          <guid value="0"/>
          <position x="-817.93330000" y="-713.04790000" z="438.14100000"/>
          <rotation x="0.00000000" y="0.00000000" z="0.71614190" w="0.69795470"/>
          <scaleXY value="1.00000000"/>
          <scaleZ value="1.00000000"/>
          <parentIndex value="-1"/>
          <lodDist value="500.00000000"/>
          <childLodDist value="500.00000000"/>
          <lodLevel>LODTYPES_DEPTH_HD</lodLevel>
          <numChildren value="0"/>
          <priorityLevel>PRI_REQUIRED</priorityLevel>
          <extensions/>
          <ambientOcclusionMultiplier value="255"/>
          <artificialAmbientOcclusion value="255"/>
          <tintValue value="0"/>
        </Item>
        <Item type="CEntityDef">
          <archetypeName>v_ilev_roc_door4</archetypeName>
          <flags value="1572865"/>
          <guid value="0"/>
          <position x="-819.84120000" y="-710.07790000" z="438.14100000"/>
          <rotation x="0.00000000" y="0.00000000" z="0.71377020" w="0.70038000"/>
          <scaleXY value="1.00000000"/>
          <scaleZ value="1.00000000"/>
          <parentIndex value="-1"/>
          <lodDist value="500.00000000"/>
          <childLodDist value="500.00000000"/>
          <lodLevel>LODTYPES_DEPTH_HD</lodLevel>
          <numChildren value="0"/>
          <priorityLevel>PRI_REQUIRED</priorityLevel>
          <extensions/>
          <ambientOcclusionMultiplier value="255"/>
          <artificialAmbientOcclusion value="255"/>
          <tintValue value="0"/>
        </Item>
      </entities>
      <containerLods/>
      <boxOccluders/>
      <occludeModels/>
      <physicsDictionaries/>
      <instancedData>
        <ImapLink/>
        <PropInstanceList/>
        <GrassInstanceList/>
      </instancedData>
      <timeCycleModifiers/>
      <carGenerators/>
      <LODLightsSOA>
        <direction/>
        <falloff/>
        <falloffExponent/>
        <timeAndStateFlags/>
        <hash/>
        <coneInnerAngle/>
        <coneOuterAngleOrCapExt/>
        <coronaIntensity/>
      </LODLightsSOA>
      <DistantLODLightsSOA>
        <position/>
        <RGBI/>
        <numStreetLights value="0"/>
        <category value="0"/>
      </DistantLODLightsSOA>
      <block>
        <version value="0"/>
        <flags value="0"/>
        <name/>
        <exportedBy/>
        <owner/>
        <time>08 februarie 2020 18:00</time>
      </block>
    </CMapData>
    
    


  • The issue with Menyoo doors is; when you make them dynamic and then save the map, the doors fall into the abyss when you spawn the map back in and make contact with them. The workaround is to deselect both 'dynamic and frozen in place'. When you spawn the map back in, then the doors behave properly. According to the tutorials, you're supposed to save the doors as 'dynamic' when converting to ymap. But, when you contact the doors as a ymap...they fall into the abyss. If you do the 'workaround' and save it like that, they either fall or are frozen, but will perform properly if you select them as dynamic. However, if you leave the area and comeback you have to select them again, so on and so forth. Now this from using the Menyoo to YMAP converter. The map I'm trying to convert, has Map Builder Props and for whatever reason, 'Codewalker' doesn't recognize them even when selecting 'enable mods' and 'dlc's'. So I don't know if the same problem occurs.



  • @JohnFromGWN, So I took a look at the info you provided. What indicates whether the door is 'static' or 'dynamic'? Can that value be edited in the .xml?



  • @iammistahwolf If you must use a specific door or doors from that map builder and CW won't recognize the dlc, just take the ydr and ytyp info of the doors from map builder and put them in another vanilla rpf in your mods folder.



  • @chonkie , Long time no read! Thanks for the info. CW sees all the 'vanilla' props no prob. I haven't checked to see if CW actually keeps the static/dynamic info yet as I haven't gotten around to trying my other large maps. What CW won't see are the actual props to make walls, floors, ceilings, etc. if they are MB props. Only the number props spawn in just fine.


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