RWS Dungeon tiles - PCs can see through doors - what's wrong?
#1
Posté 30 septembre 2011 - 09:09
I'm using the RWS dungeons tileset for a fairly simple one level dungeon & it all looked great in the toolset.
Came to testing & I noticed that I could see from the corridor straight past the doors into the 4 rooms in the dungeon, as if the doors weren't there. The doors I used were just regular castle interior doors that I've used in other adventures without issue, so I'm assuming something's wrong somewhere, but I haven't a clue what - anyone got any ideas?
This & an issue with a sound not playing when fired by a script are all I need to sort before I release the adventure on the vault, so a solution would be grand.
Over to you guys....
Cly.
#2
Posté 30 septembre 2011 - 10:13
#3
Posté 30 septembre 2011 - 11:38
Clyordes wrote...
This & an issue with a sound not playing when fired by a script are all I need to sort before I release the adventure on the vault, so a solution would be grand.
Over to you guys....
Cly.
Are you firing a sound placeable or from the stock list directly from the convo? I have fixed the later by moving the chosen sound to the campaign folder when it did not fire from the stock set.
What is the sound?
PJ
Modifié par PJ156, 30 septembre 2011 - 11:39 .
#4
Posté 01 octobre 2011 - 07:32
From a look around, I'm pretty certain its just one tile - the hallway with a doorway on one side, listed on the tileset list as "Hallway_(1_door)".
Is it a big job to fix things like that? I've got some ideas around fixing it, maybe using a corridor tile between the hallway & the room with a door at each end, so its not too bad, but would look better as a room off of a hallway.
Cly.
#5
Posté 01 octobre 2011 - 08:07
The sound file is the "Magic Portal Neutral" effect, set as Looping, Not Continuous, Not Active, Volume 98, Unmaskable, Not Positional. I've placed a copy in each area of my dungeon.
Its supposed to be activated by a magic item that in the Lichway is called a 'Bullroarer', which is whirled around - I struggled to get a decent animation to show the character using it, but settled with 'Wave' as a fair compromise.
There's also a text string that comes up explaining what's happening, and it fires a charm effect at a creature called a Sussurus.
After 50-60 seconds the effect & the sound should stop.
The script that does this is below in case anyone can point out any obvious faults (originally I set the sound as Positional, so part of the script moves it to the PC's position so they can hear it).
The floating text, animation & charm effect all work fine, but the sound refuses to play.
/* Script generated by
Lilac Soul's NWN Script Generator, v. 2.3
For download info, please visit:
http://nwvault.ign.c...&id=4683&id=625 */
void main()
{
object oPC;
oPC = GetItemActivator();
AssignCommand(oPC, ClearAllActions());
AssignCommand(oPC, ActionPlayAnimation(ANIMATION_FIREFORGET_GREETING));
FloatingTextStringOnCreature("As the bull roarer is whirled around, it creates a strange humming sound", oPC);
object oTarget;
oTarget = GetObjectByTag("sussurus");
effect eEffect;
eEffect = EffectCharmed();
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 60.0f);
oTarget = GetObjectByTag("bullroarer");
SoundObjectSetPosition(oTarget, GetPosition(oPC));
SoundObjectPlay(oTarget);
SoundObjectSetVolume(oTarget, 100);
DelayCommand(50.0, SoundObjectStop(oTarget));
}
#6
Posté 01 octobre 2011 - 08:10
Cly.
#7
Posté 01 octobre 2011 - 09:50
You could try to spawn it then play it rather than having it exist in all areas. I am not sure is you can spawn a sound object. If this worked you may have to destroy it at the end so it can run again later?
I cannot find the sound file you refer to to test this.
Good luck, looking forward to seeing another module up
Modifié par PJ156, 01 octobre 2011 - 09:51 .
#8
Posté 01 octobre 2011 - 11:31
Not sure you can spawn in sounds - but I'm wondering if I can make it volume based instead - maybe set the sound as active but volume 0, then turn it up for a minute with the script. Not sure what would happen if you transition to a new area while its turned up though.
The sound's in the 'magic' section of the sound blueprints - neutral magic portal or very similar - hopefully I got the right name!
Cly.
#9
Posté 01 octobre 2011 - 11:48
oTarget = GetObjectByTag("bullroarer");
to:
oTarget = GetNearestObjectByTag("bullroarer");
Then it should find the sound object in the same area as the player (since that is the Nearest of the bunch) and not a random one.
Modifié par _Knightmare_, 01 octobre 2011 - 11:49 .
#10
Posté 01 octobre 2011 - 01:02
Anyhow - I'll have a go at changing that script & see what happens.....
Cly.
#11
Posté 01 octobre 2011 - 01:21
I've also just used a completely different sound - the old Zombie moan & changed the script to reflect the tag of the new sound (which I called bullroarer1) - still no sound.
Annoying as its definitely activated in the past, but it just seemed a little random - which would have been explained by PJ's idea, but now it doesn't seem to want to play at all. Other triggered sounds in the same area - gongs that sound on use and a dragon roar played by a trigger, all work fine.
Cly.
#12
Posté 01 octobre 2011 - 03:39
PJ
Modifié par PJ156, 01 octobre 2011 - 06:35 .
#13
Posté 03 octobre 2011 - 12:14
float wave_file_length = [insert play length of wav file];
string wave_file_name = [insert name of wav file];
AssignCommand(oPC, PlaySound(wav_file_name));
AssignCommand(oPC, DelayCommand(wav_file_length, PlaySound(wav_file_name)));
AssignCommand(oPC, DelayCommand(wav_file_length*2, PlaySound(wav_file_name)));
AssignCommand(oPC, DelayCommand(wav_file_length*3, PlaySound(wav_file_name)));
That would play the sound effect four times, but you can add more delayed lines to extend it for longer.
Another option is to create a custom effect that has a looping sound attached to it (and perhaps a visual effect, like the air elemental attack vfx). Then you can apply it to the item user as a temporary effect that lasts as long as you want.
Modifié par DannJ, 03 octobre 2011 - 12:16 .
#14
Posté 03 octobre 2011 - 02:00
Clyordes wrote...
Came to testing & I noticed that I could see from the corridor straight past the doors into the 4 rooms in the dungeon, as if the doors weren't there. The doors I used were just regular castle interior doors that I've used in other adventures without issue, so I'm assuming something's wrong somewhere, but I haven't a clue what - anyone got any ideas?
Are you meaning that on the map you can see the rooms, or standning in the corridor looking forward yu can see through the walls?
If the former then you should know that the map will display any rooms that share a wall with an area that is not blocked by a door. So if you want a room to not be viewable on the map then it cannot share a wall with a corridor.
If the later then maybe the tile you used for the hall outside the room does not itself have a wall there. For a wall to display properly both adjacent tiles need to have a wall in the appropriate place. If only one tile has a wall there then you will be able to see through the wall from the tile that does not have a wall.
Regards
#15
Posté 03 octobre 2011 - 06:00
Ah - I see what you mean. The issue here is that PCs in a corridor can see into the room the other side of a closed door.
Out of the three rooms (& one corridor) this issue's affecting, one of the rooms does have a wall adjacent to the corridor, so that would explain that one. However, the other two are just 1x1 tile rooms with a door in one side.
Just checked that all rooms & hallways have a full set of walls & they're all fine - so I'm thinking its not that issue. Thanks for the idea though - I wouldn't have been surprised!
Cly.
#16
Posté 03 octobre 2011 - 06:11
Dann - will try that later after work - thanks for the idea
Cly.





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