Installation Doors (StarCraft 1) Ever wondered how to get those installation doors to open and close like they did in the StarCraft Campaign missions or on some of your favorite UMS maps? Well with this tutorial, you will stop wondering and start knowing! Installation Doors are doodads and as such are affected by doodad states, so let me just lay out some important information on doodad states. Doodad States: Enable: The enable doodad state closes the door. Disable: The disable doodad state opens the door. Toggle: The toggle doodad state switches the door's current state to the opposite, it toggles. Here is what you need to do and an example of a trigger for doors: - Any installation door doodad, in this case we shall use Right Pit Door. - Set players to All Players or the door will not budge. - Place a location over the door and name it Door A via Location Properties. This will open the door every time you bring a unit to the door's location, if you want the door to only open once, simply remove the preserve trigger action. This will close the door every time no unit is present on the door's location, if you want the door to close only once, simply remove the preserve trigger action. Hope this helps! :thumbup:
This will work indeed but will mostly make the door glitch a little bit.. to understand what I mean by "glitch" you gotta see it.. (to anyone) I suggest you try it and you'll understand what I mean by glitch.. this trigger system isn't perfect.. it should be perfect.. but starcraft triggering isn't perfect and that's what make starcraft map making so awesome.. so here's what you need to make it perfect: you gotta add a death counter system (or switch) to separate the unit detection trigger from the "open/close" trigger... this will make everything run much smoother.. If anyone needs more help for this, ask me and I'll tell you exactly how to do so.
Thank you for adding in that piece! Here is an example trigger using the Switch method: The cleared switch is an additional condition that should fix the animation. This reverts the switch condition so that it will recognize the unit again the next time it passes by. As JBL mentioned, the trigger system is not perfect but it very workable/flexible as different actions and conditions fire off at different times. You can use other conditions and actions to complement or supplement an item. Also the glitch he is talking about with my first example trigger is that the door will open and close repeatedly as long as your unit is still present in the location, making the animation and your unit pathing weird.
Yeah thats what I was talking about.. but.. I'm not 100% positive that the new trigger you made would fix that.. because it's acting pretty much like the first one.. I was refering of the use of 4 triggers total.. current player brings 1 unit bla bla set switch switch is set enable door and the same thing to close the door. It might take 2 more triggers but it works perfectly and over that, you can add more conditions to open/close the door by simply adding the switch to the actions (like some kind of button that would open the door.. or after killing some enemies, the door stays open all the time.. this is useful for when you want to add puzzle elements to the map (that's the major weakness of sc maps in my opinion.. but the puzzle maps are really great.. let me do a quick ad: try to get the puzzle maps made by Kenoli(U) they are truely fun.. they worth it.) Most of the maps redo the same stuff that was done in the first 2-3 years of starcraft map making.. cmon.. push the limits of mapping! have new ideas.. there are many ways to trigger that door.. and using a weird new one would make ur map much better.. I'm saying this to anyone who reads this because they needed help with their door, you can modify this trigger infinitely.. you can do much cooler by adding simple stuff to it.
I've found that them most difficult thing about using the installation doors is finding interesting things to do with them since, while they have really cool animations, they're still just doors. =/
The most interesting way I found was making puzzles with them.. like many buttons and each of them toggle a certain number of doors.. example: there are four doors one after the other and your goal is to exit the room or w/e there are 3 buttons: (or beacons) button 1 toogles door 1 and 4 button 2 toogles door 2, 3, and 4 button 3 toogles door 1 and 3 it's just an example idk if it's doable or even if it's hard but.. anyway.. u get the concept.. you can also mix this kind of puzzle with even more interesting elements.. I had this map idea.. I wanted to do a "The Lost Vikings" map.. which would have a good use of these.. I actualy started the map not too long ago but then i remember why i stoped map making.