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Hiding Doors via scripting


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#1
itsmeyesitis

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I have need to hide a door from sight in an area until a later conversation reveals it, however so far i've been unable to work out how to hide it as it seems i can't scale doors or move their location via scripting. I'm very much new to the toolset so there is probably something i've overlooked but any help in this would be most appreciated!

 

Thanks :)



#2
Tchos

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You can't affect a door in that way.  What you can do is either hide it with a wall placeable in front of it, or if it's a door that takes you to another area instead of one that actually has to open so you can walk through it, you can use a placeable door instead.



#3
Dann-J

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'Secret' doors are a real pain. If they're actual door objects then they always show up when you hold down the Z key, or when you pass the mouse over them. Even putting a usable placeable in front of them won't always mask them - you might not notice the door when you hold down the Z key, but the cursor still often turns into the door icon even through the placeable in front of it.

 

If you use a placeable (which can be made usable/non-usable via script) instead of a door, and it leads to rooms in the same area, then you can't easily block the secret rooms from showing up on the area map or minimap (whereas a closed door would). Not without some complex workarounds.

 

Often the best solution is to use a placeable object instead of a door, and attach a conversation or script that transitions the party to another area. It can start off non-static and non-usable, then be made usable via script when it's been revealed. That way the existence of secret doors and/or rooms can truly remain secret from the player.



#4
bealzebub

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you should look at what EpicFetus did in the Haunted Halls of Eveningstar. He used placeable doors from the vault and collision boxes. It turned out real good.