(this_or_next|is_between, ":prop_kind_id", "spr_door_destructible", "spr_doors_end"),
(this_or_next|is_between, ":prop_kind_id", "spr_mm_stakes", "spr_mm_dummy"),
(eq,":prop_kind_id","spr_mm_dummy"),
(assign,":smoke_type","psys_dummy_smoke"),
(assign,":smoke_strength",100),
(assign,":sound_id", "snd_dummy_destroyed"),
As for opening/closing problem do you mean when the door opens the mesh should be completely gone? Or do you mean the prop is reversed ingame - it says to open door when it's opened?This mesh consists of wooden plank and rope shield, in opened position there is only wooden plank visible (or I can make a mesh of this plank coiled by rope shield) - so there is possibility of closing it again. I hope you can understand what I mean:)
(this_or_next|eq, ":scene_prop_id", "spr_castle_f_door_a"),
(eq, ":effected_object", "spr_mm_restroom_door"),
(assign, ":effected_object_instance_id", ":instance_id"),
(scene_prop_get_slot, ":opened_or_closed", ":effected_object_instance_id", scene_prop_open_or_close_slot),
(try_begin),
(eq, ":opened_or_closed", 0),
(prop_instance_get_starting_position, pos10, ":effected_object_instance_id"),
(scene_prop_enable_after_time, ":effected_object_instance_id", 100),
(assign,":rotation_change",85),
(try_begin),
(neq, ":scene_prop_id", "spr_viking_keep_destroy_sally_door_left"),
(neq, ":scene_prop_id", "spr_earth_sally_gate_left"),
(assign,":rotation_change",-85),
(try_end),
(prop_instance_get_variation_id,":combined_val",":effected_object_instance_id"),
(store_div, ":reversed_rotation", ":combined_val", 10),
# (store_mod, ":owner_team", ":combined_val", 10),
#(prop_instance_get_variation_id_2,":reversed_rotation",":effected_object_instance_id"),
(try_begin),
(eq,":reversed_rotation",1),
(val_mul,":rotation_change",-1),
(try_end),
(position_rotate_z, pos10, ":rotation_change"),
(prop_instance_animate_to_position, ":effected_object_instance_id", pos10, 100),
(eq, ":event_type", multiplayer_event_set_scene_prop_open_or_close),
Are there some restrictions for size of an object on the scene? As example, I want to make a mesh, which will cover an entire scene. I made the mesh, imported it in the scene as scene prop of small size, but it disappears after scaling it 1000% in the scene. When I scaled it in OpenBRF to be 100 times bigger, it is imported in the scene as a blank object. So I wonder, how can I make scene prop, which will cover an entire scene?I'm afraid I've never tried to make such a massive scene prop in game lol, however I don't see why it would do that. I guess you've tried making the prop the size of a small building and then in the scene editor scaling it by 50-100? so it's kind of a mix of techniques. (x1000 scale size does seem pretty extreme)