P-167: Paranoia: Oculus Rift Horror Game: World Constructor 8: Working Doors and Item collision
I have finished the door implementation in T3D. I ended up having to use two objects for each door, the animated door object itself (with no collision) and another Tstatic with collision that I would move using script as the door opens and closes.
This is obviously not an ideal solution, but it works quite well, and using the correct naming conventions, I can dynamically create doors and open and close them without having to make any changes in the editor at all.
I have also learned the T3D doesn’t support player collisions against items by default, only raycasts. I spent more time than I would have liked trying to figure out why my collision meshes weren’t working before I realised this! To enable player collision against items, simply add ” ItemObjectType” to the “sCollisionMoveMask” variable at line 109 of player.cpp.
Items can now block the players path, requiring them to “Push” them using applyimpulse(), which will produce a sound, giving away the players position.

