Ok.. here's the problem. I have a wilderness map with various monster encounters on it. In one of these encounters the player find a tower key. They move on to the tower .. which leads to the next map. Problem is I cant get the transition to work. Either i get a message saying I can only use each component one time. I have tried many different methods but I can't seem to get this to work. The key is required to enter the tower... I got that part. If I don't put a door on the tower (the human lighthouse) then i don't get the "press f" notice. The whole tower sparkles.. cant seem to click on it. So I've tried using a door.. but that's not working either. Can anyone give me a little help with this please?
In the Story tab, go into the details of the Map Transition object between your two maps. In there, you can tell it which object to use as the Map Transition trigger.
It has nothing to do with making objects on your map interactable or not.
I appreciate your input.. but.. I did that. Each object can only be used once. Therefore, a door that is the 'transition from' object cannot be used with the key. I have managed to get this to work by using an invisible wall that disappears when the player has the key.. they can then use the door. This works but it seems rather clunky.
I cant log in right now to verify this but...can't you set the door to only be usable if they have the key (a setting within the door options itself) and then when you set the door as the transition trigger, it will only be usable when the player has the key?
Or is that exactly how you had set it up and you get the "each object can only be used once" message? I know this has to be able to be done somehow.
One way you could go is to use a dummy door. Set a sparkle clicky on the door. Set an invisible wall in front of that sparkle clicky. Use the wall to cover the needs of the lock mechanics. Use the sparkle clicky to trigger map transition.
[SIGPIC][/SIGPIC]
Short Code Copy/Paste: NW-DJC4R9H3R
0
juravianMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 63
edited May 2013
An easy way to do this is to not require the key to use the door. Just create a step in the story line to aquire the key, then make the door the transition to the next map directly after that. This way the door cannot be interacted with until the key is obtained in the quest chain.
You cannot make a map transition item invisible at any time. I very much dislike that feature, but there it is.
If you are getting the error that an item can only be used once, that means you have either the key or the door assigned to be used for something else in the story.
If you have the key being used for something else, set the object that it is used on, to destroy the key on use, and drop a new key that looks exactly the same.
An easy way to do this is to not require the key to use the door. Just create a step in the story line to aquire the key, then make the door the transition to the next map directly after that. This way the door cannot be interacted with until the key is obtained in the quest chain.
You cannot make a map transition item invisible at any time. I very much dislike that feature, but there it is.
Ergo invisible walls which you set to interactive and require a key. I tend to use dialogue to discuss the key requirement so that I can make the item disappear when the key is in hand and the dialogue is advanced (or complete). I haven't found a more logical way around this.
[SIGPIC][/SIGPIC]
Short Code Copy/Paste: NW-DJC4R9H3R
0
juravianMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 63
Ergo invisible walls which you set to interactive and require a key. I tend to use dialogue to discuss the key requirement so that I can make the item disappear when the key is in hand and the dialogue is advanced (or complete). I haven't found a more logical way around this.
Yeah, that or just completely hide the transition item, but there is no way to set the transition object to "not visible" in any way. Once it's linked to the story, the item will always be visible. So you have to hide it.
As an example: If you want to have someone cast a spell to open a portal to another map for you. The portal will always be visible since it's a map transition in the story. You cannot make it "not visible" then appear at the time you choose. You have to hide the portal, then move the item hiding it to reveal the portal.
Yes doors can be placed behind invisible walls and made to look like you are interacting with them, but the door itself will always be visible.
Comments
It has nothing to do with making objects on your map interactable or not.
Or is that exactly how you had set it up and you get the "each object can only be used once" message? I know this has to be able to be done somehow.
Short Code Copy/Paste: NW-DJC4R9H3R
You cannot make a map transition item invisible at any time. I very much dislike that feature, but there it is.
If you are getting the error that an item can only be used once, that means you have either the key or the door assigned to be used for something else in the story.
If you have the key being used for something else, set the object that it is used on, to destroy the key on use, and drop a new key that looks exactly the same.
Ergo invisible walls which you set to interactive and require a key. I tend to use dialogue to discuss the key requirement so that I can make the item disappear when the key is in hand and the dialogue is advanced (or complete). I haven't found a more logical way around this.
Short Code Copy/Paste: NW-DJC4R9H3R
Yeah, that or just completely hide the transition item, but there is no way to set the transition object to "not visible" in any way. Once it's linked to the story, the item will always be visible. So you have to hide it.
As an example: If you want to have someone cast a spell to open a portal to another map for you. The portal will always be visible since it's a map transition in the story. You cannot make it "not visible" then appear at the time you choose. You have to hide the portal, then move the item hiding it to reveal the portal.
Yes doors can be placed behind invisible walls and made to look like you are interacting with them, but the door itself will always be visible.