It's annoying. Create a wall and then make it visible to 1 class skill. Then duplicate it and make sure it's on the exact same location as the first wall, select a different class skill for the duplicate. Do this for all the class skills and make sure they are all stacked on the same location. All classes will be able to walk through the wall.
Here is my Quest. I plan to make it a story arch.
NW-DBW5IYNH3
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crok2Member, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 0Arc User
It's annoying. Create a wall and then make it visible to 1 class skill. Then duplicate it and make sure it's on the exact same location as the first wall, select a different class skill for the duplicate. Do this for all the class skills and make sure they are all stacked on the same location. All classes will be able to walk through the wall.
It's annoying. Create a wall and then make it visible to 1 class skill. Then duplicate it and make sure it's on the exact same location as the first wall, select a different class skill for the duplicate. Do this for all the class skills and make sure they are all stacked on the same location. All classes will be able to walk through the wall.
If I remember correctly you can invert the visibility so it can be visible to every class except for one.
If I remember correctly you can invert the visibility so it can be visible to every class except for one.
Yeah, but I'm not quite sure why you would want to do that. Also, one of the things I did was to make a ghost walk through the wall to hint at its location.
Here is my Quest. I plan to make it a story arch.
NW-DBW5IYNH3
Yeah, but I'm not quite sure why you would want to do that. Also, one of the things I did was to make a ghost walk through the wall to hint at its location.
Perhaps the wall is a projected magic illusion and wizards aren't fooled by it? I don't know, just pointing out the possibility.
While there's a lot of cool uses for this, I still want this bug to be crushed! I want to make custom doors that respond differently for each class and this makes my doors have no collisions.
While there's a lot of cool uses for this, I still want this bug to be crushed! I want to make custom doors that respond differently for each class and this makes my doors have no collisions.
You'll have to link an invisible wall to it I guess.
If you are clever you can use invisible walls without anyone noticing them. Just make sure you either have the wall interact-able with a required object like a key to block line of sight, or use a fake door that disappears and is replaced by a real door when the invisible wall disappears from completing whatever objective. The reason you'll need a fake door is because if an invisible wall is not interact-able it won't block your line of sight and you can open the door but not walk through it.
Yeah, if you have a wall that can be walked through but put an invisible wall there... How the heck could anyone tell??
The invisible wall can be made to disappear when a certain objective is reached. The reason the intangible wall can be walked through is because it's made to only be visible if you have a certain skill, which deactivated it's collision properties. Stacking two intangible walls with the same skill requirement for visibility but inverting the visibility on one will result in an intangible wall any class can see but walk through. The invisible wall could be linked to any objective, or require an item or skill to deactivate. Thus only allowing the player to walk through the intangible wall after they progress so far in the story. There are many ways you could use this creatively in a dungeon or quest.
If you have an item that you do NOT give out to the PC and use "inverted ifs" visibility item requirement on the wall, it can be walked through by anyone who doesn't have that item... So only one "illusory" wall needed... But, the problem I have with this is that it seems like a bug? I would be hesitant to use this if Cryptic is going to squash this in the near future.
Campaign - Trail of the Imaskarcana (NWS-DMFG77QOF)
If you have an item that you do NOT give out to the PC and use "inverted ifs" visibility item requirement on the wall, it can be walked through by anyone who doesn't have that item... So only one invisible wall needed... But, the problem I have with this is that it seems like a bug? I would be hesitant to use this if Cryptic is going to squash this in the near future.
On the invisible wall subject (not the main subject apparently), the only times I use them are when during testing, encounters act moronic and do things like walk into nooks for no good reason (no matter how I place their patrol path), so to fix pathing, I will throw an invis wall to 'corral' them in the right directions (only noticeable if players decide to be idiots and check out that small space between the brick wall and the stairs that lead to a non-interactable door (like in the maps where there is a street and houses, but they are obviously NOT the destination, so WHY bother with them?)
The other time is when I set up a warded portal type thing... place portal, place 'circle of runes' around it, give it the 'summoning sound' (currently broken, maybe patch will come soon?) and place an invis wall or block on it to effectively keep the players out until the find the 'magic amulet' or 'book of rituals' that will bypass the runes...
That sort of thing is where I use them...
Making 'illusionary walls'?? Of course that is awesome, why wouldn't it be?? Could have a part of a quest where you go on a dream-walk with a spirit who shows you something... so you follow him/her, and they go through walls and such to get where they are going, queue a 'cutscene' (using the other tricks in the foundry), then do something to trigger waking up (and the player shows back up at the last map, but it is a duplicate) and goes to the places where the 'dream-walk' happened, only to find the walls are not so walk-through now, and they have to navigate a different way to get there...
Perhaps, in the dream, the place was a beautiful palace, but in reality it is now ruins? All sorts of fun to be had with a trick like that!
If you have an item that you do NOT give out to the PC and use "inverted ifs" visibility item requirement on the wall, it can be walked through by anyone who doesn't have that item... So only one "illusory" wall needed... But, the problem I have with this is that it seems like a bug? I would be hesitant to use this if Cryptic is going to squash this in the near future.
I tried this and it didn't seem to work right. Also, if Cryptic fixes this "bug" they will also eventually introduce real illusionary walls at some point. Why wait?
Here is my Quest. I plan to make it a story arch.
NW-DBW5IYNH3
Weird... I think there actually is a bug here, but only when using the inverted ifs. Sometimes it works, and sometimes it doesn't. It works as expected after first setting the wall to be visible with a class-skill (or an item) with out inverted ifs set, and then resetting it back to inverted ifs item visibility. Sadly, if you leave the foundry and come back, it's back to being broken again.
I tested inverted ifs with class-skill and item visibility, they share the same buggy behavior...
Does anyone know if inverted ifs work correctly for published quests and not in the foundry?
EDIT: This last time I logged back into the foundry, my inverted ifs illusory walls were still working. I have no idea what is up with this. It just decides to work when it feels like it.
Campaign - Trail of the Imaskarcana (NWS-DMFG77QOF)
Weird... I think there actually is a bug here, but only when using the inverted ifs. Sometimes it works, and sometimes it doesn't. It works as expected after first setting the wall to be visible with a class-skill (or an item) with out inverted ifs set, and then resetting it back to inverted ifs item visibility. Sadly, if you leave the foundry and come back, it's back to being broken again.
I tested inverted ifs with class-skill and item visibility, they share the same buggy behavior...
Does anyone know if inverted ifs work correctly for published quests and not in the foundry?
EDIT: This last time I logged back into the foundry, my inverted ifs illusory walls were still working. I have no idea what is up with this. It just decides to work when it feels like it.
That being said, the method i use seems to work every time it's just monotonous to do it.
Here is my Quest. I plan to make it a story arch.
NW-DBW5IYNH3
Comments
NW-DBW5IYNH3
http://nw-forum.perfectworld.com/showthread.php?296951-Possible-bug-Class-specific-doors-can-be-walked-through
I assume it also applies to item-required placeable too!
Short code: NW-DJGYNI7NH
In this old school-style adventure, the hero(es) explore an old ruined castle while searching for a fabled magic item at the behest of a wizard.
NW-DBW5IYNH3
Genius! LOVE that.
If I remember correctly you can invert the visibility so it can be visible to every class except for one.
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
Yeah, but I'm not quite sure why you would want to do that. Also, one of the things I did was to make a ghost walk through the wall to hint at its location.
NW-DBW5IYNH3
Perhaps the wall is a projected magic illusion and wizards aren't fooled by it? I don't know, just pointing out the possibility.
NW-DBW5IYNH3
Short code: NW-DJGYNI7NH
In this old school-style adventure, the hero(es) explore an old ruined castle while searching for a fabled magic item at the behest of a wizard.
You could also dupe a fake wall, and invert it's visibility, so that you only have to stack two fake walls instead of one for each class.
You'll have to link an invisible wall to it I guess.
Yeah, which got me a lot of <font color="orange">HAMSTER</font> from all the invisible wall haters. xD
So I've decided to avoid using them except in cases where I have to prevent monsters from attacking NPCs. (A necessary evil!)
Short code: NW-DJGYNI7NH
In this old school-style adventure, the hero(es) explore an old ruined castle while searching for a fabled magic item at the behest of a wizard.
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
The invisible wall can be made to disappear when a certain objective is reached. The reason the intangible wall can be walked through is because it's made to only be visible if you have a certain skill, which deactivated it's collision properties. Stacking two intangible walls with the same skill requirement for visibility but inverting the visibility on one will result in an intangible wall any class can see but walk through. The invisible wall could be linked to any objective, or require an item or skill to deactivate. Thus only allowing the player to walk through the intangible wall after they progress so far in the story. There are many ways you could use this creatively in a dungeon or quest.
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
To answer your question, they would not notice. It would seem like a completely ordinary wall. That's what makes it cool.
I don't think it's a bug.
The other time is when I set up a warded portal type thing... place portal, place 'circle of runes' around it, give it the 'summoning sound' (currently broken, maybe patch will come soon?) and place an invis wall or block on it to effectively keep the players out until the find the 'magic amulet' or 'book of rituals' that will bypass the runes...
That sort of thing is where I use them...
Making 'illusionary walls'?? Of course that is awesome, why wouldn't it be?? Could have a part of a quest where you go on a dream-walk with a spirit who shows you something... so you follow him/her, and they go through walls and such to get where they are going, queue a 'cutscene' (using the other tricks in the foundry), then do something to trigger waking up (and the player shows back up at the last map, but it is a duplicate) and goes to the places where the 'dream-walk' happened, only to find the walls are not so walk-through now, and they have to navigate a different way to get there...
Perhaps, in the dream, the place was a beautiful palace, but in reality it is now ruins? All sorts of fun to be had with a trick like that!
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
NW-DBW5IYNH3
I tested inverted ifs with class-skill and item visibility, they share the same buggy behavior...
Does anyone know if inverted ifs work correctly for published quests and not in the foundry?
EDIT: This last time I logged back into the foundry, my inverted ifs illusory walls were still working. I have no idea what is up with this. It just decides to work when it feels like it.
That being said, the method i use seems to work every time it's just monotonous to do it.
NW-DBW5IYNH3