Has anyone experienced door working for some characters and not others?
I have a door that is supposed to start a conversation with the PC it works with some pcs and not others. Using a generic script (nw_g0_convdoor) in the FailToOpen.
I have another door that has an area transition, again it works with some and not others. (half-orcs can't transition using this door, though they can open it).
just a goofy thing, that I havn't figured out or found info on, any help would be nice.
issues with doors
Débuté par
Quilistan
, janv. 01 2011 07:24
#1
Posté 01 janvier 2011 - 07:24
#2
Posté 02 janvier 2011 - 05:37
nw_g0-convdoor uses GetEnteringObject().
I am no scripter but I would have thought GetClickingObject() or GetLastOpenedBy() would be used for a door.
Not sure why it works for some and not others, though. Can you supply your transition script? Cheers
I am no scripter but I would have thought GetClickingObject() or GetLastOpenedBy() would be used for a door.
Not sure why it works for some and not others, though. Can you supply your transition script? Cheers
#3
Posté 02 janvier 2011 - 07:18
the transition script is just the default one. The door is set to tranistion to a waypoint. nothing special. That is why it is so weird to me.
I will try GetClickingObject() for the conversation door.
I will try GetClickingObject() for the conversation door.
#4
Posté 02 janvier 2011 - 01:41
In my experience there is no need to set a script if you set the door to transition - just set Transition to door/waypoint and the tag of the door/waypoint (and party/invisible transition if required) and it should work AOK. My problems usually stem from not using the correct tag of the destination.
#5
Posté 02 janvier 2011 - 03:38
That is what I have done in this case, and the tag is correct. The door litterally just behaves prejudice to certain classes. So far the door with the transition doesn't let half-orcs through I haven't heard of any other races having trouble.
The door with the conversation didn't work with a human female, but did work with a drow male.
I am a LONG time builder with NWN1 and NWN2. This is just weird, and I have yet to find an answer.
The door with the conversation didn't work with a human female, but did work with a drow male.
I am a LONG time builder with NWN1 and NWN2. This is just weird, and I have yet to find an answer.
#6
Posté 02 janvier 2011 - 03:49
Ok the conversation door doesn't seem to be as racist as it does sexist. I tried several different characters, all males succeeded at starting the conversation, all females failed.
I have tried this with three different door types to see, with three different factions, one set to plot, just to be more thorough.
The females can use the doors, and get the "locked" floating text when they fail to open, the doors just don't start there conversation with the girls.
I have tried this with three different door types to see, with three different factions, one set to plot, just to be more thorough.
The females can use the doors, and get the "locked" floating text when they fail to open, the doors just don't start there conversation with the girls.
Modifié par Quilistan, 02 janvier 2011 - 03:53 .
#7
Posté 02 janvier 2011 - 04:07
ah crap, found it. the conversation somehow ended up with a script checking to see if it was male attached to it? That solves the conversation.
Now for the door that doesn't like half orcs?
Now for the door that doesn't like half orcs?
#8
Posté 03 janvier 2011 - 12:28
Check to see if it denies based on races. Maybe someone slipped up when creating the default scripts?
dno
dno
#9
Posté 03 janvier 2011 - 01:58
The door in question definitely denies half-orcs. It is strange though because I have tried different models of doors and it seems to be functioning the same with all of them. It is a standard door transition (stairs up at the end of an open hall in the standard interior tileset).
The half-orc can use other doors of the same model, those don't have a transition though.
Is it possible it is a walkmesh thing? and perhaps the half-orc model isn't quite getting to where it needs to be to "touch" the door? I thought I had tried that before, but to be honest it has been a while since I bothered to try and problem solve this one.
The half-orc can use other doors of the same model, those don't have a transition though.
Is it possible it is a walkmesh thing? and perhaps the half-orc model isn't quite getting to where it needs to be to "touch" the door? I thought I had tried that before, but to be honest it has been a while since I bothered to try and problem solve this one.
#10
Posté 03 janvier 2011 - 02:04
Well I tried moving the door a little forward to check if it was a walkmesh thing, and it didn't work either. I jumped the half-orc to another door transition in the world, and it worked fine. Still going to be scratching my head on this one.
not sure why it would work in one place and not another?
oh, half-orc can open and close the door, just can't use the transition.
not sure why it would work in one place and not another?
oh, half-orc can open and close the door, just can't use the transition.
Modifié par Quilistan, 03 janvier 2011 - 02:08 .
#11
Guest_Chaos Wielder_*
Posté 03 janvier 2011 - 02:40
Guest_Chaos Wielder_*
Could you post a screenshot of the door in question and the conversation? Also, have you considered repainting the door down from the palette?
#12
Posté 03 janvier 2011 - 03:58
I figured out the door with the conversation issue, that one was my fault. I some how ended up with a gc_male script in. (I posted that above - right before DNO's post).
The second door is a transition issue.
The door in question definitely denies half-orcs. It is strange though because I have tried different models of doors and it seems to be functioning the same with all of them. It is a standard door transition (door to door)(stairs up at the end of an open hall in the standard interior tileset). There isn't much to take a screen shot of on this one.
I am going to try rebaking it this evening. I did notice a placeable in the wall very close to the door. Though that placeable was set to be an environmental object, so it should have affected the walkmesh. You never know though. I moved it aside and rebaked. I am just waiting for a good time to reset the server to test.
Thanks everyone for throwing out ideas! This one is a big one for The Balarand PW.
The second door is a transition issue.
The door in question definitely denies half-orcs. It is strange though because I have tried different models of doors and it seems to be functioning the same with all of them. It is a standard door transition (door to door)(stairs up at the end of an open hall in the standard interior tileset). There isn't much to take a screen shot of on this one.
I am going to try rebaking it this evening. I did notice a placeable in the wall very close to the door. Though that placeable was set to be an environmental object, so it should have affected the walkmesh. You never know though. I moved it aside and rebaked. I am just waiting for a good time to reset the server to test.
Thanks everyone for throwing out ideas! This one is a big one for The Balarand PW.
#13
Posté 03 janvier 2011 - 08:03
Ok I deleted the tile, and the door, replaced them, and rebaked. It still doesn't work. I think it might be a problem with the tile and the default model size of the character? I tried a few more creatures.
The tile is the standard interior set, and the open hall end with stairs up.
I will be testing a bit more tomorrow.
The tile is the standard interior set, and the open hall end with stairs up.
I will be testing a bit more tomorrow.
#14
Posté 03 janvier 2011 - 04:10
Hey, is this stairway transition at the edge of your Interior Map? If so, try adding another colum or row of tiles to that side of your map and giving the door/stairwell a buffer of one empty tile. There is an issue at times that causes transitions not to work and Half Orcs are bigger than the other models of Character Races, so it might be it just needs a bit more room? This transition error always shows up as characters being either not able even open the door or once the door is open, not to be able to transit.
Why it would pick on Half Orcs and not others is a bit of a stumper, but give it a shot and see.
dunniteowl
Why it would pick on Half Orcs and not others is a bit of a stumper, but give it a shot and see.
dunniteowl
#15
Posté 03 janvier 2011 - 04:54
DNO nice guess, but no cigar
. It was infact at the edge, I adjusted it and rebaked.
I am starting to believe it has something to do with the ceiling hieght and the base half orc is just a tad to tall. That is the only place in my mod that I use that tile. I am going to replace it with the single square room with stairs up, that one seems to work fine everywhere else on the mod.
It certainly is a weird thing. Thanks again for the ideas, perhaps the boys at RWS might want to take a look. I really think it is the tile.
I am starting to believe it has something to do with the ceiling hieght and the base half orc is just a tad to tall. That is the only place in my mod that I use that tile. I am going to replace it with the single square room with stairs up, that one seems to work fine everywhere else on the mod.
It certainly is a weird thing. Thanks again for the ideas, perhaps the boys at RWS might want to take a look. I really think it is the tile.
#16
Posté 03 janvier 2011 - 05:09
Well I built a small test area seperate to test it. The door on that tile worked fine there. I placed one at the edge of the area and one with a buffer just to make sure, both worked. So Now I really have NO clue on this, but it has to be something specific to my area.
I may just have to rebuild the area.
Thanks again everyone.
I may just have to rebuild the area.
Thanks again everyone.
#17
Posté 03 janvier 2011 - 05:18
Try this then, make sure you make a copy of your module area (so you can rebuild that section) then delete the tile that you have where the problem is. Rebake without it. Save it and then open it and copy over your tile (or better yet, hand place the proper tile in there) and bake save again.
Once that is done, put in your placeables, convert them to Environmental Objects where necessary and the bake it again, and save. Now put in your transition trigger.
See if that works.
dno
Once that is done, put in your placeables, convert them to Environmental Objects where necessary and the bake it again, and save. Now put in your transition trigger.
See if that works.
dno
#18
Posté 03 janvier 2011 - 06:37
Ok I did, and tested it in a test mod, after exporting. It did fix it there. I am now waiting to reset my PW server to test it there (I have a few players on a big quest). Hopefully that got it. I will post again after I test it.
#19
Posté 03 janvier 2011 - 07:34
Well it didn't work on the PW server. I believe I am going to try to delete the area, save the mod, then re-import it. If that doesn't work, I will just rebuild the area.
Thanks again everyone.
Thanks again everyone.
#20
Guest_Chaos Wielder_*
Posté 03 janvier 2011 - 07:42
Guest_Chaos Wielder_*
I had a problem like this back in NWN1. Unfortunately, it was something area specific. Rebuilding it, however boring that might be, was the only solution. The toolset is not a kind friend.
#21
Posté 06 janvier 2011 - 05:16
Well guys just to give you an update.
I completely rebuilt the area, and what do you know? It still didn't allow the half-orc to transfer. So I decided maybe it was were he was transfering too. (the door on the deck of the ship model, well above the sea floor)
So I set the door to "Transition to Waypoint" and IT WORKED.
So if anyone has troble in the future transporting a specific character model through a door, try a waypoint.
FYI the half-orc uses the door on the deck of the ship just fine, It just couldn't be transitioned to it.
Thanks again for all the brainstorming!
I completely rebuilt the area, and what do you know? It still didn't allow the half-orc to transfer. So I decided maybe it was were he was transfering too. (the door on the deck of the ship model, well above the sea floor)
So I set the door to "Transition to Waypoint" and IT WORKED.
So if anyone has troble in the future transporting a specific character model through a door, try a waypoint.
FYI the half-orc uses the door on the deck of the ship just fine, It just couldn't be transitioned to it.
Thanks again for all the brainstorming!





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