Quote from: auriond on Thu 14/01/2010 14:19:33
Wow, this is a tough situation you've written yourself into. Still...
Can you make it so that the camera angle changes when you click on a door, and so would show the door opening/entering next room animation separately? Then when the doors are inoperable, it cuts to a camera angle showing the character standing in front of a static door with whatever error message there is.
In other words, the doors in this view of the corridor are not animated. To make this consistent though, you'd need to make separate animations for the other side of the corridor, so that players don't get confused.
This was my original concern, which brought me to my current one: I could try spinning the camera around to show the doors that are being accessed, but seeing as I have AI controlled characters moving in the same space, it would just prove too difficult to have them cope with the changes in viewpoint without awkward animation an glitching. Also, I want to try and keep the camera angles uniform (as I said, there are many corridors like the one you see in the picture) and if the camera changed direction at any time, I worry that it could easily disorient players.