Consolidated "Lifts" Thread

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Jabantiz
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Re: Consolidated "Lifts" Thread

Post by Jabantiz » Fri May 02, 2014 11:42 pm

Not sure it is related to the code for lifts/boats but doors do not seem to work any more. I tried to test the door widgets in thundering steppes just to see if I spawned them right and clicking the door opens it but also seems to drop the door down, after the time is up and it should close nothing happens, click it again and it wanders off.

It is possible I am missing something in spawning these widgets though.

EDIT: Think it was my fault in not changing widget values, however ran into an issue with the editor and cant change widget values so can't verify.

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thefoof
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Re: Consolidated "Lifts" Thread

Post by thefoof » Sat May 03, 2014 10:42 am

Looking at the editor real quick and I think it needs open/close x and z values, I added those awhile back.

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John Adams
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Re: Consolidated "Lifts" Thread

Post by John Adams » Mon May 05, 2014 6:07 pm

thefoof wrote:Looking at the editor real quick and I think it needs open/close x and z values, I added those awhile back.
Added :oops: :oops: :oops:

Jabantiz
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Re: Consolidated "Lifts" Thread

Post by Jabantiz » Tue Jun 05, 2018 3:36 pm

/necro

Widgets now have a Lift type. This was needed to separate door that moved when they opened (sliding doors) from lifts as before they were treated exactly the same. Make sure to set any widgets that carry a player as a lift such as the acorns in gfay and the raft in frostfang.

Also posting here to bump this thread as it has a lot of useful information.

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John Adams
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Re: Consolidated "Lifts" Thread

Post by John Adams » Sat Jun 16, 2018 9:54 am

Sure wish phpBB lazy slob extension developers would invent a "Like" option for this crappy forum software :)

#itsfree #yougetwhatyoupayfor #whoamitojudge

Oh yeah, and #hashtag yo.

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