Recently I have been creating a rather large dungeon for myself and a few people to enjoy, and I have run into something that frustrates me. Secret Doors! Not very secret if you mouse over it and the 'use' icon is displayed. I looked a few different places online and found some script ideas but its not the flavor I wanted. I have taken the time to change the color of the secret door to match the dungeon wall, and placed it in a legit doorway. I want to make the characters have to search for it using the SKILL_SEARCH function and I don't want it to be revealed via the z key or by mousing over until they have successfully searched for and located it. Is anyone aware of a way through script to toggle a placeables 'static' property?
Meaning:
- Set the door as static so it will not display with mouseover or z key
- Set a trigger that makes a search check to reveal the tagged secret door when PC(s) enter
- if failed nothing, but if succeeded then toggle from static to nonstatic so that it can now be seen and used
Is this possible? Or am I just really overbaking something that others would find trivial?
Secret Doors for dungeons
Débuté par
JVardaman
, janv. 02 2011 08:53
#1
Posté 02 janvier 2011 - 08:53
#2
Posté 02 janvier 2011 - 10:54
No - either an object is static and thus no interaction - or is useable and revealed with the z key.
There are scripted workarounds - but they all involve spawning a placeable that serves as a secret door - which is revealed with a successful search skill roll or some other trigger...
There are scripted workarounds - but they all involve spawning a placeable that serves as a secret door - which is revealed with a successful search skill roll or some other trigger...
#3
Posté 02 janvier 2011 - 12:04
Hi there,
I had the same problem, what worked for me was this secret door script http://nwvault.ign.c...ts.Detail&id=76 - the instructions are pretty clear (even for a social sciences graduate like me) and have worked really well for me.
Essentially, you download the files, (not sure if you have to import any .erf into your module) place a trigger & check out the instuctions in its properties to set the Search difficulty for anyone passing through it & give it a specific tag. Then place a waypoint with a similar tag - the instructions explain better, which determines where the secret door will appear, and another waypoint where you want it to take the player to (again, the name has to be specific).
There are 4 types of secret door - 2 stone, 2 wood, 2 wall, 2 trapdoors, - chosen by the script that you pick to put in your trigger, and the character has to click on them after finding them to use them.
Right simple, but any problems, shout up.
Good luck with your dungeon - let us know when you finish it!
Cly.
I had the same problem, what worked for me was this secret door script http://nwvault.ign.c...ts.Detail&id=76 - the instructions are pretty clear (even for a social sciences graduate like me) and have worked really well for me.
Essentially, you download the files, (not sure if you have to import any .erf into your module) place a trigger & check out the instuctions in its properties to set the Search difficulty for anyone passing through it & give it a specific tag. Then place a waypoint with a similar tag - the instructions explain better, which determines where the secret door will appear, and another waypoint where you want it to take the player to (again, the name has to be specific).
There are 4 types of secret door - 2 stone, 2 wood, 2 wall, 2 trapdoors, - chosen by the script that you pick to put in your trigger, and the character has to click on them after finding them to use them.
Right simple, but any problems, shout up.
Good luck with your dungeon - let us know when you finish it!
Cly.
#4
Posté 03 janvier 2011 - 06:35
Wow Clyordes sounds like something I could use.
#5
Posté 03 janvier 2011 - 09:08
Yep, the one Clyordes mentioned is what I was referring to.
#6
Posté 05 janvier 2011 - 11:27
iirc there is one particular override for secret door handling and again iirc it was listed in the scripts listings on the vault - It is my belief that that particular secret door system was the best and being script oriented it is easily modified to be used with any placeable you might choose to be the clicked secret access type thing.
#7
Posté 05 janvier 2011 - 04:30
It really is very simple once you get your head round what you need to do ( or read the instructions in the readme!).
Give it a try in a test area module & see what you think.
For some reason, every so often on or another has stopped working in a large adventure I'm building- haven't a clue what's going there, but I'm presuming im getting some sort of mini crash going on sometimes, or might just be me doing something weird with the properties of the trigs or wps
Give it a try in a test area module & see what you think.
For some reason, every so often on or another has stopped working in a large adventure I'm building- haven't a clue what's going there, but I'm presuming im getting some sort of mini crash going on sometimes, or might just be me doing something weird with the properties of the trigs or wps
#8
Posté 05 janvier 2011 - 04:33
It really is very simple once you get your head round what you need to do ( or read the instructions in the readme!).
Give it a try in a test area module & see what you think.
For some reason, every so often on or another has stopped working in a large adventure I'm building- haven't a clue what's going there, but I'm presuming im getting some sort of mini crash going on sometimes, or might just be me doing something weird with the properties of the trigs or wps. Either way, quickly remaking the 'door' has sorted the ones that went awry
Give it a try in a test area module & see what you think.
For some reason, every so often on or another has stopped working in a large adventure I'm building- haven't a clue what's going there, but I'm presuming im getting some sort of mini crash going on sometimes, or might just be me doing something weird with the properties of the trigs or wps. Either way, quickly remaking the 'door' has sorted the ones that went awry





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