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rooms invisible until door opened - preventable?


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11 réponses à ce sujet

#1
mikemike37

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picture an area with two rooms and a door inbetween. until the door is swung open, the second room is not visible. Once the door has been opened once, closing the door will NOT make the room invisible again (just dark).

rdinarily this is the desired behaviour, but this is not the behaviour I'm looking for... I want both rooms to be visible at all times to the player, though dark, as with closed doors to explored rooms.

any ideas how this can be done? im not even sure how the game knows to hide these rooms in the first place!

#2
ponozsticka

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you need to set visibility in room preferences (make one room visible, connected and lit from another room), its the same buttom you use to adjust atmosphere settings in outdoor level...if thats what you mean ~~

if not maybe picture? :)

#3
mikemike37

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ah, not what i mean... or... not quite...

the rooms are set to both be visible, but because of the door, its forcing invisilibility... will edit this post with a screenshot. 2 mins.

Stage 1: room is unexplored, entirely transparent (so black)
Posted Image

Stage 2: door is open, room is fully lit.
Posted Image

Stage 3: door is closed again, room is explored and so VISIBLE, but dark.
Posted Image

I would like to NOT have stage 1... and instead all rooms be at stage 3, so explored.

Modifié par mikemike37, 24 août 2010 - 04:44 .


#4
Eshme

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I prefer this too. What would rock was if at Stage one you had a darkened room, but one that shows no activity like no NPC's visible. Until you explored it perhaps. But alas might be too much to ask, i have no idea how this is done.



But with my limited knowledge, i think the toolset differs each room, so maybe has a setting for each room, or the possibility to define rooms in the first place to set them up?

#5
ponozsticka

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well if you get really desprite, you can make it like one room :) That could work, me think

#6
mikemike37

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hmm one room eh?

hmmmmm

hmmm

hm

maybe. though I'd prefer a cleaner fix if one exists. like eshme says, a way to set whatever property the engine holds for a room being explored...

Modifié par mikemike37, 24 août 2010 - 05:30 .


#7
ponozsticka

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uh well, this is like the last solution, I know, after all, the level might become quiet laggy if you make it into one room, but Im new to modding scene, so cant give you better advice

#8
mikemike37

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yeah, its actually a good "outside the box" thinking hehe. i may yet use it... my rooms arent big or resource intensive really.

oh and eshme, the "what would rock" thing you suggested is exactly how it does behave even after its been explored. if its in its "darkened mode" you dont see any creatures in the room. Notice the golem disappears from view in stage 3? so yeah, this is what i want too.

Modifié par mikemike37, 24 août 2010 - 05:38 .


#9
ponozsticka

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Ive never said its a good solution, too :D

#10
Nattfodd

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Maybe you can add an invisible follower that just before you enter the area, he explores all the rooms? I'm saying a stupid thing?

#11
TimelordDC

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I don't know if this would work since I am not sure what triggers the visibility of the room - perception by the player party or opening the door.

If it is the latter, you could call UT_OpenDoor in your area script and close it again using the SetPlaceableState and see if it is visible. You could do a SetPlaceableState to open the door too but UT_OpenDoor allows you to specify the creature opening the door too so you could set that to the PC.

Note that the UT_OpenDoor triggers the EVENT_TYPE_OPENED event so if you are doing anything in that event, you will have to set a variable (or use some other method) to make sure you aren't doing anything when you open it via the area script - perhaps a wrapper around UT_OpenDoor?

#12
mikemike37

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ooh scripting all the doors to open and close again... that sounds like an excellent idea, and might trick it. will try that first. i dont think we have anything on door opens. thanks guys, all good suggestions!