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Methods for creating 'airlocks'

Posted: Sun Sep 30, 2012 10:51 pm
by HaunterV
Ok, so I have a desire to create a single square hallway with a door on either end that has the function of one door closing when the other door opens.

I'm thinking a button on either non door wall will do what i suffice but i kinda wanted a pullchain to be used on either door.

Re: Methods for creating 'airlocks'

Posted: Sun Sep 30, 2012 10:59 pm
by Neikun
Non-scripting version:
Place your pullchains. Have a button in the room that closes the door behind you and opens the one ahead of you.
To make it work both ways,
Make sure the first entrance door is in initial state: open and that the button is set to toggle both doors.

Re: Methods for creating 'airlocks'

Posted: Sun Sep 30, 2012 11:04 pm
by HaunterV
figured it out just now -.-

Re: Methods for creating 'airlocks'

Posted: Sun Sep 30, 2012 11:11 pm
by Neikun
Something to note for when the model toolkit is ready for it, the wall button fits very nicely in ornament doors.
This just don't slide up with them. D:

Re: Methods for creating 'airlocks'

Posted: Sun Sep 30, 2012 11:30 pm
by HaunterV
Neikun wrote:Something to note for when the model toolkit is ready for it, the wall button fits very nicely in ornament doors.
This just don't slide up with them. D:
put the wall button on a pillar

Re: Methods for creating 'airlocks'

Posted: Sun Sep 30, 2012 11:35 pm
by Blichew
But it can be :destroy()ed :P you might have to cloneObject it and set placement = floor (and set replaceFloor = false so you can :destroy() if with no consequences. You may have to spawn in again when the door closes but still, that might work :)

As for airlock wit hidden pressure plate between them:
1. Start with placing door/hpp/door on 3 squares.
2. One door should be spawned open.
3. connect hpp (activate -> door1 -> toggle, activate -> door2 -> toggle)
4. I would add some flashy screen effects, some light and maybe a fog or something (btw, does anyone have a model of a FOG that he/she could share ?)

Point 4 would work better (imho) if used along with timer (1 sec ticks):
second 1. door1 closes
second 3. flahsy-shiny-magic-stuff-happens-fog is spawned, torches are replaced with burnt out ones
second 5. door2 opens

*runs to implement that* :P

Re: Methods for creating 'airlocks'

Posted: Sun Sep 30, 2012 11:42 pm
by Neikun
Hey, thanks, Blichew.
That works really well.

Re: Methods for creating 'airlocks'

Posted: Mon Oct 01, 2012 12:25 am
by HaunterV
agree on the fog thing.