Opening/Closing Object Doors

If you're making a dream that has a building in it, then chances are that you're also going to have a door or two. Doors, while being neat just as ordinary objects, can add a lot to your dream when you animate them with DragonSpeak. When I say animate, I mean making the doors appear to be opened and closed by furres that walk through them. You cannot do this with the ordinary doors that come on walls, but rather you must use objects #259, #260, or #539 - 544. This tutorial will teach you how to accomplish this effect in your dreams.

Here is the picture of the dream that we will be referring to for this Tutorial. This dream can be downloaded at the bottom of this page.

The picture above shows two doorways. Each doorway uses a different type of door. Both doorways will also be able to be opened by walking into them and closed by walking away from them. The door objects that we're going to use for this tutorial are #259 and #260. The tutorial for this DragonSpeak effect does not need to be big, so let's get right down to the fun stuff.


Making this effect happen is fairly simple. When you move into either of the door objects, you'll change it into the opposite door. This will create the opening effect. The other code will make it so whenever you move away from a door, it changes the door back to the original shape. This will create the closing effect.

* Door - NW Door
(0:3) When somebody moves into object type 259,
(1:5) and they successfully moved,
(3:6) where the triggering furre moved into,
(5:5) change object type 259 to type 260.
(0:1) Whenever somebody moves,
(1:18) and they (moved from/are standing at) object type 260,
(3:5) where the triggering furre (moved from/is standing at),
(5:5) change object type 260 to type 259.

* Door - NE Door
(0:3) When somebody moves into object type 260,
(1:5) and they successfully moved,
(3:6) where the triggering furre moved into,
(5:5) change object type 260 to type 259.
(0:1) Whenever somebody moves,
(1:18) and they (moved from/are standing at) object type 259,
(3:5) where the triggering furre (moved from/is standing at),
(5:5) change object type 259 to type 260.

As you can see, the DragonSpeak consists of four blocks of DragonSpeak code. There are two blocks of code for each of the two types of doors. The "(1:5) and they successfully moved," line of code makes it so that if you're standing at a door, and bump into something that causes you to not move, you won't trigger the code and toggle the door again. This means that, unlike before the Gryffe update, you won't walk around your dream and see doors that are left open when they really should be shut. There are many door objects, so all you need to do is change the numbers around to fit the door objects that you like.


Whether you choose to animate your doors is up to you. I personally like it, but I'm sure there are people out there who don't. Thanks to the most recent Gryffe update which included new DragonSpeak commands, we now have a way of fixing the only major glitch that was associated with this code: doors being left open when they should be closed. You can download a copy of this dream from the link below. If that doesn't help, you can always e-mail us at the e-mail address at the bottom of this page. Good luck!

TutorialDoors.zip

Contact Us

Do you have a question that you couldn't find the answer to? Is there a tutorial that you'd like to see added to the MKb? If so, drop us an e-mail. The MKb is created for the Furcadian public, so in order to be effective, we need to know what information you want it to contain. If e-mail links don't work for you, just send us an e-mail at masons@furcadia.com. We look forward to hearing from you.


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