Currently in the ToH I have some parts of the dungeon cut off by non-static city walls set to block pathing. If a player SEARCHES the area, (a secret placeable trigger), they will discover a lever, and when that lever is pulled, a conversation starts, in which the wall vanishes, revealing a way forward.
I use the conversation to play amusing mind games with the players - "is this going to make an avalanche of rocks crush me?" (and a few of them actually do!!), and the player even has the option to make charisma checks to talk a different party member into pulling the lever and reaping the potential bad consequences in their stead.
Currently, the lever works properly - the wall and the lid I use to hide the room from the mini-map all vanish on ga_destroy. The lever however, does not, despite me having its tag also set to ga_destroy. Because of this, the player can use it repeatedly and get the dialog - which now does nothing of course.
When the floor lever spawns it does not seem to keep the blueprint tag? How would I go about either stopping the conversation from firing, or more preferably, destroying the lever once it's been successfully used to obliterate the wall and lid? I've tried changing the ga-destroy target to the waypoint the lever spawns at, thinking that perhaps the lever was picking up IT'S tag on spawn, but no luck.
It's not the end of the world, but it would be a bit more professional to tie up loose ends like that imho.





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