I guess it's not bugged, Bribe, the same happened with all my imported gates that did not had a Stand animation that just kept the gate quiet. I tried as you suggested, the same happened. Well, after some tries, here are my conclusions:
- Here are the animations of the imported gate, i will compare them to the normal gate in World Editor:
Normal gate:
Stand -> the gate just keep quiet.
Stand Alternate -> the gate keep quiet, but opened.
Stand Hit -> the gate trembles a little, as if hit.
Death -> the gate falls.
Imported gate:
Stand -> the gate actually closes, with a smooth animation and all.
Stand Alternate -> the gate opens, with smooth animation.
Stand Hit -> the gate trembles a little, as the standard gate.
Death -> the gate falls.
- Ok, here is my conclusion:
At the start of the game, the normal gate just plays the stand animation and pauses. The imported gate do the same, but with the difference that the stand animation implies in closing animation and, only after that, it pauses. That would explain why i see the imported gate closing right at the beginning of the game.
When hit, the normal gate plays the Stand Hit animation, after that plays the Stand animation and then pauses. The imported gate, when hit, plays the Stand Hit animation, as the normal one, then plays the Stand animation, and only after that it pauses. That is would be to explain that both gates might be running in the same mechanism, but with different results, given their animation structure.
- I came to possible solutions, but i don't know how to execute them, here they are:
> Rip off the Stand (and the Alternate one) animation. I don't need them, since that my gates won't be closing and opening the entire time. All i need is that they tremble when hit and falls when destroyed. They actually will only close once, not anymore, but that can be easily solved. I have found two ways to do all that:
-> I could rip them through a modeller program, but i need permission and i don't know an way of doing it.
-> I could make that the animations are executed in a really fast pace, so that their opening and closing won't be noticed by the players when the gate is hit, but that may be causing some lag, so it's not the ideal.
> Well, i could just stay with the World Editor normal gate, instead of trying this imported one, but that would cause some contrast between the walls and the gate. However, it's quite the possible choice.
So, this is my situation that i brought with all the detail i could show. Any ideas? I don't want to use the last solution...but will use if necessary, since it's the most attractive solution.