Placeables Without Dynamic Collisions Help
#1
Posté 27 mai 2013 - 07:00
Basically, used "Placeable doors" to make a Placeable Version of a sectret door so I could set it's Use Flag.
Problem: This version has no animations (not a real issue, I can fake it with script) and has no dynamic collisions.
What I mean is, I set Dynamic Collisions to true and can still walk through the door. Tried using collision boxes that spawn in when door is closed, but those trap me in the door.
What I would love to see is how to give this door that Dynamic Collision properties it deseves...or, alternatly, how to prevent a spawned-in placeable from capturing a creature.
#2
Posté 27 mai 2013 - 07:15
#3
Posté 28 mai 2013 - 03:32
#4
Posté 28 mai 2013 - 04:04
#5
Posté 28 mai 2013 - 09:47
void main()
{
object oPC = GetClickingObject();
if (!GetIsPC(oPC)) return;
ActionStartConversation(oPC, "a_three_swords");
}
As soon as the door is clicked (and locked in this instance) it triggers the conversation (or other event)
#6
Posté 28 mai 2013 - 10:38
Morbane wrote...
if you're trying to use the door as an event handler - hence making it useable - you can use a regular door with a variation of this script:
void main()
{
object oPC = GetClickingObject();
if (!GetIsPC(oPC)) return;
ActionStartConversation(oPC, "a_three_swords");
}
As soon as the door is clicked (and locked in this instance) it triggers the conversation (or other event)
That wouldn't be a very secret door though, since it would highlight with the Z key.
#7
Posté 29 mai 2013 - 02:11
At present, I spawn in a collosion box to block the doorway (and use scale functions to make the "door" appear to drop down or rise up, like the real door does), but the spawning in box "traps" my test-character when she closes the "door". otherwise it works really well...and is hidden unless I hit the trigger in front of it while in Search mode AND make a DC 15 (setable on trigger) search check (it's useable flag is turned on, and the character does the "look" voicechat)
#8
Posté 29 mai 2013 - 03:17
#9
Posté 29 mai 2013 - 09:22
DannJ wrote...
Morbane wrote...
if you're trying to use the door as an event handler - hence making it useable - you can use a regular door with a variation of this script:
void main()
{
object oPC = GetClickingObject();
if (!GetIsPC(oPC)) return;
ActionStartConversation(oPC, "a_three_swords");
}
As soon as the door is clicked (and locked in this instance) it triggers the conversation (or other event)
That wouldn't be a very secret door though, since it would highlight with the Z key.
Since the plc door is useable, it would highlight with the Z key anyways - wouldn't it?
#10
Posté 29 mai 2013 - 09:35
EpicFetus wrote...
Well, I downloaded and installed the "placeable doors" hak (edited the 2da files to allow its use) which create environmental objects out of the door models. Issue is that these models, when used as the appearance for a placeable, do NOT restrict motion when Dynamic Collisions is clicked. if there is some edit I can do to the 2da file that would fix that issue that would be ideal, BUT since my knowledge of the placeables.2da file is VERY limited, I have no clue if that's even a possibility.
At present, I spawn in a collosion box to block the doorway (and use scale functions to make the "door" appear to drop down or rise up, like the real door does), but the spawning in box "traps" my test-character when she closes the "door". otherwise it works really well...and is hidden unless I hit the trigger in front of it while in Search mode AND make a DC 15 (setable on trigger) search check (it's useable flag is turned on, and the character does the "look" voicechat)
Try making the plc door NOT environmental (right-click & choose your option)
Also, the placeables.2da is a bit enigmatic - most of the columns do nothing in NWN2 - the ones with a purpose do not relate to what you're trying to do
#11
Posté 29 mai 2013 - 09:41
Modifié par MokahTGS, 29 mai 2013 - 09:41 .
#12
Posté 29 mai 2013 - 10:23
#13
Posté 29 mai 2013 - 10:30
MokahTGS wrote...
I use this secret door kit for anything I work with. Works like a charm and highly configurable.
I read the comments and afaik it hasnt been updated to 1.23 - also, it was last updated in 2008 - so unless someone knows how, it might not work properly?
Mokah, your fully updated arent you - to SoZ 1.23?
#14
Posté 29 mai 2013 - 10:31
Tchos wrote...
Morbane -- the reason for using a placeable door is to be able to set the usable flag on or off. He said it's off unless the player makes a spot check, and then it becomes usable. Only then is it Z-highlightable.
I thought I was paying attention
Guess not
#15
Posté 30 mai 2013 - 06:17
One other thing to be aware of with secret doors is you need to do something to make sure that the passageway behind them doesn't appear on the map until the secret door is found. I did this by having a closed door behind my secret door. Not ideal but functional.
Regards
#16
Posté 30 mai 2013 - 10:02
Morbane wrote...
MokahTGS wrote...
I use this secret door kit for anything I work with. Works like a charm and highly configurable.
I read the comments and afaik it hasnt been updated to 1.23 - also, it was last updated in 2008 - so unless someone knows how, it might not work properly?
Mokah, your fully updated arent you - to SoZ 1.23?
The comments about updating is by people that don't seem to know that all you do is update the 2DAs. I can do all that work in my sleep now so items on the Vault that aren't "updated" aren't really an issue.
Models are models, scripts are scripts and 2DAs can be easily changed.
#17
Posté 30 mai 2013 - 10:52
Kaldor Silverwand wrote...
One other thing to be aware of with secret doors is you need to do something to make sure that the passageway behind them doesn't appear on the map until the secret door is found. I did this by having a closed door behind my secret door. Not ideal but functional.
Regards
The problem then is that the door cursor shows up if you happen to hover the cursor over where the door is hidden. Even putting an examinable placeable between the player and the door will still often give precedence to the door cursor.
An alternative is to put a non-static and non-usable 'estate lid' over it (a black horizontal polygon that came with MotB), give it a unique tag, then destroy it when the secret door placeable is opened. That will stop things showing up on the mini map. For larger areas you could scale the 'lid' up, or use multiple 'lids' for hidden areas with more complex shapes.
#18
Posté 30 mai 2013 - 11:03
#19
Posté 31 mai 2013 - 06:05
I used this method in my Tomb of Horrors conversionDannJ wrote...
Kaldor Silverwand wrote...
One other thing to be aware of with secret doors is you need to do something to make sure that the passageway behind them doesn't appear on the map until the secret door is found. I did this by having a closed door behind my secret door. Not ideal but functional.
Regards
The problem then is that the door cursor shows up if you happen to hover the cursor over where the door is hidden. Even putting an examinable placeable between the player and the door will still often give precedence to the door cursor.
An alternative is to put a non-static and non-usable 'estate lid' over it (a black horizontal polygon that came with MotB), give it a unique tag, then destroy it when the secret door placeable is opened. That will stop things showing up on the mini map. For larger areas you could scale the 'lid' up, or use multiple 'lids' for hidden areas with more complex shapes.
MokahTGS wrote...
Morbane wrote...
MokahTGS wrote...
I use this secret door kit for anything I work with. Works like a charm and highly configurable.
I read the comments and afaik it hasnt been updated to 1.23 - also, it was last updated in 2008 - so unless someone knows how, it might not work properly?
Mokah, your fully updated arent you - to SoZ 1.23?
The comments about updating is by people that don't seem to know that all you do is update the 2DAs. I can do all that work in my sleep now so items on the Vault that aren't "updated" aren't really an issue.
Models are models, scripts are scripts and 2DAs can be easily changed.
Fair enough - I did not even take a peek at the files - so my ignorance is passive not active :innocent:
Modifié par Morbane, 31 mai 2013 - 06:06 .
#20
Posté 31 mai 2013 - 08:07
DannJ wrote...
Kaldor Silverwand wrote...
I did this by having a closed door behind my secret door. Not ideal but functional.
The problem then is that the door cursor shows up if you happen to hover the cursor over where the door is hidden. Even putting an examinable placeable between the player and the door will still often give precedence to the door cursor.
That happens even if the door is set to static! I found that out when I posted a readable note on a static door. You couldn't click on the note, even though the door wasn't supposed to interfere at all, and even when I moved the note pretty far out away from the door. I ended up using a door placeable.
#21
Posté 31 mai 2013 - 01:41
So, sounds like there is nothing in the 2da that gives placeables their dynamic collision properties... and for whaterver reason, this one doesn't have them...
Kaldor, how do you avoid the door cursor from appearing when they put their cursor on your inactive placeable?
#22
Posté 03 juin 2013 - 08:11
Secret doors are a funny thing anyway, since as a modder you really do want people to find and use them, just not too easily. If you make it too hard then you can't count on them using it. If you make it necessary for the plot and really hard to find them you are just going to get frustrated users who will quit playing your mod thinking it is buggy or post for help and then the secret will be out anyway.
Regards
Modifié par Kaldor Silverwand, 03 juin 2013 - 08:12 .
#23
Posté 03 juin 2013 - 09:52
EpicFetus, I believe I can explain how a placeable gets dynamic collision. The model itself must have a shape inside it (together with the one that displays) that fits the NWN2 naming convention, with a _C3 at the end. There's nothing you can do outside of a modeling program to add one to a placeable that doesn't have one, and some do not.
Some placeables may have been intended for use as environmental objects, with collision handled by walkmesh cutters or a separate dynamic collision shape like the boxes you were using.
Note, that if you're spawning a box, you should create a copy of the blueprint for the box resized to the size and shape you want it to be, and spawn that copy, or else it'll spawn at its default size, which may be the cause of your characters being stuck in the shape when it spawns.
#24
Posté 04 juin 2013 - 12:55
That'd be a lot of work just to do it outside of an actual modelling program though.
#25
Posté 04 juin 2013 - 10:36





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