bufferofnewbies
12-13-2006, 01:58 PM
I got bored earlier, so I decided to see just what the different variables are for the opentype field in the doors table.
Note: there are at least 154 types, but I got tired and stopped early. I will continue this as time permits. I hope this is of help to someone. Once I get a true listing of the variables, I will post it into the wikki. So, if you know of any I have missed (or conditions I missed of what IS listed) let me know and I will add them.
to test this round: I used the door QVDOOR800 in qvic zone.
I will try again later with other objects to see if I can find any differences in the similiar fields found. Notice, when I put the effect of large or small movements in, that I defaulted most fields to 0. Thus the notation of variations in distance that were confusing.
CW = clockwise, CCW = counterclockwise (I got tired of typing it all out after awhile), -- = no noticeable effect
Alot of the results are similiar. I will try to break them down further as I can find the differences in variables.
1: wood/iron sound - counterclockwise
2: rock/stone sound - counterclockwise
3: no sound -- counterclockwise
4. no sound -- ccw
5. wood -- clockwise
6. iron -- cw
7. rock/stone - cw
8. rock/stone -ccw
9. ---
10. stone/rock -- slide to right
11. stone/rock -- slide to right
12. stone/rock -- slide to right
13. --
14. --
15. stone/rock -- slide to right
16. stone/rock -- slide to right
17. stone/rock -- slide to right
18. --
19. --
20. stone/rock -- slide to right
21. stone/rock -- slide to right
22. stone/rock -- slide to right
23. --
24. --
25. stone/rock -- slide to right
26. stone/rock -- slide to right
27. stone/rock -- slide to right
28. --
29. --
30. chain sound -- drawbridge
31. --
32. --
33. --
34. --
35. wood -- drawbridge
36. wood -- pivot forward
37. --
38. --
39. --
40. ?? sound (lock un-locking?) -- drawbridge
41. --
42. --
43. --
44. --
45. no sound -- slide towards user (small distance)
46. --
47. --
48. --
49. --
50. turns model invisible
51. --
52. --
53. ?? model invis/ intangable ??
54. turns model invisible
55. --
56. --
57. --
58. click to teleport
59: rocks in a dryer noise -- no movement. [game notes: spin lift (paineel key)]
60. chain noise/ metallic slam -- vertical lift
61. chain noise/ metallic slam -- vertical lift
62. stone noise -- vertical lift
63. no noise -- vertical lift (very high)
64. no noise -- vertical lift (very high)
65. chain noise/ metallic slam -- vertical lift
66. chain noise/ metallic slam -- vertical lift
67. stone noise/ metallic slam -- vertical lift
68. no noise -- vertical lift (very high)
69: no noise -- vertical lift (very high)
70. chain noise/ metallic slam -- vertical lift
71. chain noise/ metallic slam -- vertical lift
72. stone noise/ metallic slam -- vertical lift
73. no noise -- vertical lift (very high)
74. no noise -- vertical lift (very high)
75. chain noise/ metallic slam -- vertical lift
76. chain noise/ metallic slam -- vertical lift
77: stone noise/ metallic slam -- vertical lift
78. stone noise -- slide to right (very small ammount)
79. stone noise -- slide to left (very small ammount)
80. stone noise -- slide to right (very small ammount)
81. stone noise -- slide to right (very small ammount)
82. --
83. --
84. --
85. --
86. --
87. --
88. --
89. --
90. --
91. --
92. --
93. --
94. --
95. --
96. --
97. --
98. --
99. --
100. --
101. spins counterclockwise 10 revolutions (slow)
102. spins counterclockwise 16 revolutions (fast)
103. --
104. --
105: rotates along lower axis (windmill effect: slow)
106. rotates along lower axis (windmill effect: fast)
107. rotates along lower axis (windmill effect: fast)
108. --
hope someone found that useful while placeing doors and their open types.
Note: there are at least 154 types, but I got tired and stopped early. I will continue this as time permits. I hope this is of help to someone. Once I get a true listing of the variables, I will post it into the wikki. So, if you know of any I have missed (or conditions I missed of what IS listed) let me know and I will add them.
to test this round: I used the door QVDOOR800 in qvic zone.
I will try again later with other objects to see if I can find any differences in the similiar fields found. Notice, when I put the effect of large or small movements in, that I defaulted most fields to 0. Thus the notation of variations in distance that were confusing.
CW = clockwise, CCW = counterclockwise (I got tired of typing it all out after awhile), -- = no noticeable effect
Alot of the results are similiar. I will try to break them down further as I can find the differences in variables.
1: wood/iron sound - counterclockwise
2: rock/stone sound - counterclockwise
3: no sound -- counterclockwise
4. no sound -- ccw
5. wood -- clockwise
6. iron -- cw
7. rock/stone - cw
8. rock/stone -ccw
9. ---
10. stone/rock -- slide to right
11. stone/rock -- slide to right
12. stone/rock -- slide to right
13. --
14. --
15. stone/rock -- slide to right
16. stone/rock -- slide to right
17. stone/rock -- slide to right
18. --
19. --
20. stone/rock -- slide to right
21. stone/rock -- slide to right
22. stone/rock -- slide to right
23. --
24. --
25. stone/rock -- slide to right
26. stone/rock -- slide to right
27. stone/rock -- slide to right
28. --
29. --
30. chain sound -- drawbridge
31. --
32. --
33. --
34. --
35. wood -- drawbridge
36. wood -- pivot forward
37. --
38. --
39. --
40. ?? sound (lock un-locking?) -- drawbridge
41. --
42. --
43. --
44. --
45. no sound -- slide towards user (small distance)
46. --
47. --
48. --
49. --
50. turns model invisible
51. --
52. --
53. ?? model invis/ intangable ??
54. turns model invisible
55. --
56. --
57. --
58. click to teleport
59: rocks in a dryer noise -- no movement. [game notes: spin lift (paineel key)]
60. chain noise/ metallic slam -- vertical lift
61. chain noise/ metallic slam -- vertical lift
62. stone noise -- vertical lift
63. no noise -- vertical lift (very high)
64. no noise -- vertical lift (very high)
65. chain noise/ metallic slam -- vertical lift
66. chain noise/ metallic slam -- vertical lift
67. stone noise/ metallic slam -- vertical lift
68. no noise -- vertical lift (very high)
69: no noise -- vertical lift (very high)
70. chain noise/ metallic slam -- vertical lift
71. chain noise/ metallic slam -- vertical lift
72. stone noise/ metallic slam -- vertical lift
73. no noise -- vertical lift (very high)
74. no noise -- vertical lift (very high)
75. chain noise/ metallic slam -- vertical lift
76. chain noise/ metallic slam -- vertical lift
77: stone noise/ metallic slam -- vertical lift
78. stone noise -- slide to right (very small ammount)
79. stone noise -- slide to left (very small ammount)
80. stone noise -- slide to right (very small ammount)
81. stone noise -- slide to right (very small ammount)
82. --
83. --
84. --
85. --
86. --
87. --
88. --
89. --
90. --
91. --
92. --
93. --
94. --
95. --
96. --
97. --
98. --
99. --
100. --
101. spins counterclockwise 10 revolutions (slow)
102. spins counterclockwise 16 revolutions (fast)
103. --
104. --
105: rotates along lower axis (windmill effect: slow)
106. rotates along lower axis (windmill effect: fast)
107. rotates along lower axis (windmill effect: fast)
108. --
hope someone found that useful while placeing doors and their open types.