So here's the deal, I placed 2 doors(Sewer Door Grate Closed 01 to be exact) to lock the player in an area while he is fighting.
Now the doors appear when the dialog promt I selected is reached. But then they won't dissapear when other dialog prompts that I choose are reached. So basically the player is stuck there...:( I've tried all the tricks I can think of, nothing...
For the love of God please say you can help, this is the last problem I have so I can finally publish my quest!:(
I am having a similar problem as the door they are supposed to open to continue the quest shows an animation of the door opening but still has a closed door in front of them that is not passable.
0
vikingssMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
Sorry to hear that mate, hopefully someone will be able to help us...
vikingssMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
Well, I've found out what the problem is, God this foundry is so so stupid... It seems when u set something to appear or dissapear(eighter at dialog prompt or objective or component, doesn't matter) it won't freaking work if you put more then one clause in!!:((
Let me paint a picture for you guys, maybe you will understand better.
Lets say I have a door and I want it to appear if A) happens. Then I want it to dissapear if eighter happens, or if C) happens, or if D) happens. Only what this stupid editor understands if I do that is that the door will dissapear only if C) and D) happen togheter!!...:<<
I've tried dozens of workarounds nothing works. Guess I'll just have to put a door in that the player can open/close at will. Doesn't matter that that will break the whole immersion, and make me look stupid, and maybe make my quest exploitable, right?! **** it, this will be the first and last quest I ever make unless they give us a real editor to work with!!!:((
Lets say I have a door and I want it to appear if A) happens. Then I want it to dissapear if eighter happens, or if C) happens, or if D) happens. Only what this stupid editor understands if I do that is that the door will dissapear only if C) and D) happen togheter!!...:<<
The key word you're using is "or" in the logic. Foundry doesn't support "or" logic right now - it defaults to "and" logic. So when you have multiple conditions listed to trigger something, ALL of them must be fulfilled in order for it to trigger. That's by design (for now) and something people have asked about as a future enhancement.
There are creative ways around this for now, but yeah, no built in "or" logic yet.
Being this thread is all about doors and potimus has similar problems I thought I would jump in for possible help. How do you set up a door (particularly the sewer gate like potismus is using) to open when interacted with? I tried everything I could think of and all it will do is disappear or do nothing.
I have only been working with the Foundry a day or so and my first door I worked with was for a map transition. While trying to get rid of the double floating interact buttons (you know one on left for transition, one on right for plain interact), I some how got the door to slide down (into the floor). At the time I did not pay attention to how I got that to happen. Eventually I did get the map transition door to work as they do in normal content.
Now I am wanting to do a normal gate that slides up on interact. It will not work no matter what I try. Are there any posts/guides/instructions on how to setup a door that opens/slides up or someone who can just explain the trick to it?
Desire: Dialog triggers: Door starts invisible and appears on DIALOG A, but then door disappears on DIALOG B, -or C, -or D.
Here is how to do this:
There is only ONE Dialog prompt to make door visible, and only one dialog to make door invisible. So the trick is in your dialog. Using DIALOG A to make the door visible is easy. However, using the three different dialogs B, C and D to make the door invisible is the trick. You need a fifth dialog E.
So dialog might look like this:
A: Hello, adventurer! Fight now! (Door appears) - (end dialog)
B: Congratulations, Gladiator! You Barely Survived! - [go to dialog E]
C: Congratulations Gladiator! You did pretty good! - [go to dialog E] Congratulations Gladiator! You the MAN! - E (under D): You are now the HERO! - (Door disappears) - (end dialog)
Being this thread is all about doors and potimus has similar problems I thought I would jump in for possible help. How do you set up a door (particularly the sewer gate like potismus is using) to open when interacted with? I tried everything I could think of and all it will do is disappear or do nothing.
I have only been working with the Foundry a day or so and my first door I worked with was for a map transition. While trying to get rid of the double floating interact buttons (you know one on left for transition, one on right for plain interact), I some how got the door to slide down (into the floor). At the time I did not pay attention to how I got that to happen. Eventually I did get the map transition door to work as they do in normal content.
Now I am wanting to do a normal gate that slides up on interact. It will not work no matter what I try. Are there any posts/guides/instructions on how to setup a door that opens/slides up or someone who can just explain the trick to it?
Some door assets are animated and some are not. The trick is to use smoke and mirrors technique. Have a door that is not intractable. use an interactive switch that causes the player to NOT BE FACING your door when they interact. When they face the door again, it is now opened.
HOW TO:
Place closed door into position. Visible immediately/Invisible when [triggered]
Place opened version of door in same position (as desired) Visible when [triggered]/invisible never
Set-up trigger in just the right position that when the player activates it, the door is behind them or hidden by a prop or wall or something. Use a sound effect to make the sound of that type of door opening - sound is triggered with the same interactive switch.
When playing: PC faces trigger switch, activates trigger switch - sound effect happens, door 1 (closed) disappears, door 2 (opened) appears. PC goes back to door. In their mind, the door was animated and opened the way you want it to. The mind will play this trick if there is *sound* telling it what to see after it sees the result.
Desire: Dialog triggers: Door starts invisible and appears on DIALOG A, but then door disappears on DIALOG B, -or C, -or D.
Here is how to do this:
There is only ONE Dialog prompt to make door visible, and only one dialog to make door invisible. So the trick is in your dialog. Using DIALOG A to make the door visible is easy. However, using the three different dialogs B, C and D to make the door invisible is the trick. You need a fifth dialog E.
So dialog might look like this:
A: Hello, adventurer! Fight now! (Door appears) - (end dialog)
B: Congratulations, Gladiator! You Barely Survived! - [go to dialog E]
C: Congratulations Gladiator! You did pretty good! - [go to dialog E] Congratulations Gladiator! You the MAN! - E (under D): You are now the HERO! - (Door disappears) - (end dialog)
I hope this makes sense.
//Smoke and mirrors.
That is actually a very good idea angrysprite, how come I didn't think of that...?:(
At any rate, not sure if it would work with the dialogues and mechanics in my quest without testing it, but at this point I don't care anymore. I've dumbed down the quest even more to get rid of that problem. Putting the finishing touches on it now then gonna publish and make a new post so you guys can maybe give it a try.
But thank you very much for your solution, I'll write it down in case I ever do another quest.
It's okay - you'll have the idea for the next attempt in the next quest!
eel free to friend me here or in-game - I'm happy to always answer Foundry quests (whenever I spot them in forums and whatnot).
SIDE NOTE:
If the "disappear" trigger is set to one dialog and you add another trigger (Disappear when) to another separate dialog (or other trigger) ALL the triggers must fire off. So it is an AND not and OR scenario.
Example: Door triggers:
Disappear when (A happens)
Disappear when (Dialog D happens)
Disappear when (B happens)
In this case ALL OF THE ABOVE must happen (no particular order) before the trigger happens. Just an FYI. But this is useful for small puzzles: Solve puzzle one to get clue one, which answers puzzle two, which answers puzzle three, which UNLOCKS THE DOOR! WOOT!
Comments
[SIGPIC][/SIGPIC]https://www.youtube.com/user/PCGamesNetworkk
[SIGPIC][/SIGPIC]https://www.youtube.com/user/PCGamesNetworkk
Let me paint a picture for you guys, maybe you will understand better.
Lets say I have a door and I want it to appear if A) happens. Then I want it to dissapear if eighter happens, or if C) happens, or if D) happens. Only what this stupid editor understands if I do that is that the door will dissapear only if C) and D) happen togheter!!...:<<
I've tried dozens of workarounds nothing works. Guess I'll just have to put a door in that the player can open/close at will. Doesn't matter that that will break the whole immersion, and make me look stupid, and maybe make my quest exploitable, right?! **** it, this will be the first and last quest I ever make unless they give us a real editor to work with!!!:((
[SIGPIC][/SIGPIC]https://www.youtube.com/user/PCGamesNetworkk
The key word you're using is "or" in the logic. Foundry doesn't support "or" logic right now - it defaults to "and" logic. So when you have multiple conditions listed to trigger something, ALL of them must be fulfilled in order for it to trigger. That's by design (for now) and something people have asked about as a future enhancement.
There are creative ways around this for now, but yeah, no built in "or" logic yet.
The Crystal Relics - NWS-DMXNCNAVJ
Tower District Contest Entry: Undercover Brother - NW-DCD6OI9JE
I have only been working with the Foundry a day or so and my first door I worked with was for a map transition. While trying to get rid of the double floating interact buttons (you know one on left for transition, one on right for plain interact), I some how got the door to slide down (into the floor). At the time I did not pay attention to how I got that to happen. Eventually I did get the map transition door to work as they do in normal content.
Now I am wanting to do a normal gate that slides up on interact. It will not work no matter what I try. Are there any posts/guides/instructions on how to setup a door that opens/slides up or someone who can just explain the trick to it?
PRoblem - all triggers can happen ONLY ONCE.
Desire: Dialog triggers: Door starts invisible and appears on DIALOG A, but then door disappears on DIALOG B, -or C, -or D.
Here is how to do this:
There is only ONE Dialog prompt to make door visible, and only one dialog to make door invisible. So the trick is in your dialog. Using DIALOG A to make the door visible is easy. However, using the three different dialogs B, C and D to make the door invisible is the trick. You need a fifth dialog E.
So dialog might look like this:
A: Hello, adventurer! Fight now! (Door appears) - (end dialog)
B: Congratulations, Gladiator! You Barely Survived! - [go to dialog E]
C: Congratulations Gladiator! You did pretty good! - [go to dialog E]
Congratulations Gladiator! You the MAN! - E (under D): You are now the HERO! - (Door disappears) - (end dialog)
I hope this makes sense.
//Smoke and mirrors.
Some door assets are animated and some are not. The trick is to use smoke and mirrors technique. Have a door that is not intractable. use an interactive switch that causes the player to NOT BE FACING your door when they interact. When they face the door again, it is now opened.
HOW TO:
Place closed door into position. Visible immediately/Invisible when [triggered]
Place opened version of door in same position (as desired) Visible when [triggered]/invisible never
Set-up trigger in just the right position that when the player activates it, the door is behind them or hidden by a prop or wall or something. Use a sound effect to make the sound of that type of door opening - sound is triggered with the same interactive switch.
When playing: PC faces trigger switch, activates trigger switch - sound effect happens, door 1 (closed) disappears, door 2 (opened) appears. PC goes back to door. In their mind, the door was animated and opened the way you want it to. The mind will play this trick if there is *sound* telling it what to see after it sees the result.
Old stage trick.
//smoke and mirrors.
That is actually a very good idea angrysprite, how come I didn't think of that...?:(
At any rate, not sure if it would work with the dialogues and mechanics in my quest without testing it, but at this point I don't care anymore. I've dumbed down the quest even more to get rid of that problem. Putting the finishing touches on it now then gonna publish and make a new post so you guys can maybe give it a try.
But thank you very much for your solution, I'll write it down in case I ever do another quest.
[SIGPIC][/SIGPIC]https://www.youtube.com/user/PCGamesNetworkk
eel free to friend me here or in-game - I'm happy to always answer Foundry quests (whenever I spot them in forums and whatnot).
SIDE NOTE:
If the "disappear" trigger is set to one dialog and you add another trigger (Disappear when) to another separate dialog (or other trigger) ALL the triggers must fire off. So it is an AND not and OR scenario.
Example: Door triggers:
Disappear when (A happens)
Disappear when (Dialog D happens)
Disappear when (B happens)
In this case ALL OF THE ABOVE must happen (no particular order) before the trigger happens. Just an FYI. But this is useful for small puzzles: Solve puzzle one to get clue one, which answers puzzle two, which answers puzzle three, which UNLOCKS THE DOOR! WOOT!
LOL
Think outside the box and you'll rawk!