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Thomas
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PostPosted: Thu Aug 30, 2007 6:55 am
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Last edited by Thomas on Sun May 29, 2011 1:05 pm; edited 1 time in total
serpens
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PostPosted: Thu Aug 30, 2007 2:08 pm
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Yay, first post in this forum and first minutes as a member of this use group. But do I belong here? Wink Anyway...
The jammed doors are certainly a very interesting matter, quite an effective way to set traps. I would definitely use these, but, unfortunately I don't even know how to put one on a map... Any help?
So far, I've been experimenting a little bit with other traps using locked doors, but only in my unreleased levels. I'll try to say more when I finally learn something about the use of jammed doors.

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https://www.youtube.com/user/nawigatorpirx - check my channel for playthroughs of some less well known mods
https://www.mediafire.com/?rs64mtw6ttjo2j3 - Treasure Hunt
Tricob
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PostPosted: Thu Aug 30, 2007 5:40 pm
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As far as the original version of the code is concerned, the doors aren't opened at all by the player ... period. Instead, they rely on being opened by keys that the code doesn't have enabled. If you enable the "four types of keys" code in the tutorials, these doors can be opened by the player after he picks up Key #3 and Key #4.

If you have enemies coming out of such doors, here's something you should know (and yes, I've said this before) - In one particular direction, the guards (of any type) can't open doors in Attack Mode. Depending on your level's layout, guards will be unable to open doors either from the west or from the east ... and it changes direction in various difficulty settings. You don't have to be a great coder to fix this problem, but if all you're releasing is a mapset, this is a limitation that you should really keep in mind.
Thomas
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PostPosted: Fri Aug 31, 2007 2:30 am
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Last edited by Thomas on Sun May 29, 2011 1:05 pm; edited 1 time in total
Tricob
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PostPosted: Fri Aug 31, 2007 6:28 pm
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Neither did Id, apparently. AFAIK, they knew nothing of this problem. Confused
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