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Possible bug? Class-specific doors can be walked through.

keylord02keylord02 Member Posts: 0 Arc User
edited May 2013 in The Foundry
So this seems like a bug to me, but apparently if I make a door/or any object that only is visible if the player is a certain class, then the player can move through it collision-free.

This bothers me a bit since I have a spot where four different doors spawn so I can have the doors be completely different interactions for all of the possible classes that could be playing the module.

Any workarounds? Is this even a bug?
Tomb of Wernar by @Lya
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.
Post edited by keylord02 on

Comments

  • essentiessenti Member, NW M9 Playtest Posts: 303 Arc User
    edited May 2013
    I just tested this out as well... it seems like a bug to me too. Details become collision-free with the visibility option requiring either an item or class-skill.

    Should this be moved to the bug report forum? It would be nice to get a response on whether this is a bug or a feature... :cool:
    Campaign - Trail of the Imaskarcana (NWS-DMFG77QOF)
    • A Mere Expedition! (NW-DIAAPG3S4)
    • Work In Progress on Part 2
  • meowmixiswowmixmeowmixiswowmix Member Posts: 5 Arc User
    edited May 2013
    This is not a bug. Hover over the "visible if X" text on the detail. It says "Setting this removes the object's collision".

    Working as intended, but still annoying.
  • wuhsinwuhsin Banned Users Posts: 0 Arc User
    edited May 2013
    Use an invisible wall that disappears when you interact with the door.
    [SIGPIC][/SIGPIC]
  • nezroy123nezroy123 Member Posts: 165 Arc User
    edited May 2013
    Working as intended, but still annoying.

    Meh. Combined with invisible walls, this collectively lets us do MORE than if this feature wasn't present. We get walls that can be interacted/physical barriers (with invisible wall support) AND illusory walls. Take this out and you only get the former.

    Sure, not as friendly as it could be, but with the anemic toolkit we have I'll take possible but slightly annoying over "can't do that at all" any day.
    Quests: Fate of the Bonnie Kate (NW-DE6K6H63Q)
  • wuhsinwuhsin Banned Users Posts: 0 Arc User
    edited May 2013
    nezroy123 wrote: »
    Meh. Combined with invisible walls, this collectively lets us do MORE than if this feature wasn't present. We get walls that can be interacted/physical barriers (with invisible wall support) AND illusory walls. Take this out and you only get the former.

    Sure, not as friendly as it could be, but with the anemic toolkit we have I'll take possible but slightly annoying over "can't do that at all" any day.

    Right, all you have to do to enable collision on a skill checking detail is either make a non-interact-able duplicate of the object then stack it in the same place, or use an invisible wall. Great for doors and chests that require thievery, barriers/illusions that require Arcana, or altars that require religion.
    [SIGPIC][/SIGPIC]
  • keylord02keylord02 Member Posts: 0 Arc User
    edited May 2013
    My specific example still can't be done, unfortunately, because I can't set an invisible wall to disappear when any one of four different doors are interacted with.(I have four doors stacked on each other so each class gets a different interaction dialogue.)

    But it's good to learn that it's intended, so I can just go with something different!
    Tomb of Wernar by @Lya
    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.
  • wuhsinwuhsin Banned Users Posts: 0 Arc User
    edited May 2013
    keylord02 wrote: »
    My specific example still can't be done, unfortunately, because I can't set an invisible wall to disappear when any one of four different doors are interacted with.(I have four doors stacked on each other so each class gets a different interaction dialogue.)

    But it's good to learn that it's intended, so I can just go with something different!

    My suggestion is just to have one door, with a different dialogue option for each class.
    [SIGPIC][/SIGPIC]
  • keylord02keylord02 Member Posts: 0 Arc User
    edited May 2013
    wuhsin wrote: »
    My suggestion is just to have one door, with a different dialogue option for each class.

    This would work if I only wanted the door to be openable by one class, but if I want the door to be defeated 3 different ways, "Bash the door down", "Pick the lock", and "Cast the Knock spell", then there's no way to do it. It's odd that you can set multiple dialogue options as a requirement for an item to disappear, but it's an AND instead of an OR. I can barely think of a situation where you'd want to make an item disappear if 3 different conversation segments were reached, but I can think of tons where you'd want the same thing to happen multiple ways!
    Tomb of Wernar by @Lya
    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.
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