So far the only way I can see to make a locked door that requires a key is to make it an objective. And that would be pretty annoying if you have a lot of locked doors in your Objectives view.
I've already tried using invisible walls to cover a door, but apparently they don't work... you can open the door and go through as if the invisible wall wasn't there.
*sings* "I like Gammera! He's so neat!!! He is full of turtle meat!!!"
"Hah! You are doomed! You're only armed with that pathetic excuse for a musical instrument!!!" *the Savage Beast moments before Lonnehart the Bard used music to soothe him... then beat him to death with his Fat Lute*
So far the only way I can see to make a locked door that requires a key is to make it an objective. And that would be pretty annoying if you have a lot of locked doors in your Objectives view.
I've already tried using invisible walls to cover a door, but apparently they don't work... you can open the door and go through as if the invisible wall wasn't there.
Hi lonnehart,
I'm actually not sure if you can lock a door outside of the objective route, although I'm fairly certain you cant.
The invisible wall idea sounds great, and they definitely do work, I am currently using a very long one to cut off part of a zone until an objective is complete, whereby it disappears. Until that point it definitely stops the player progressing.
Maybe l;ook at that solution again, maybe one of your settings for the wall is wrong?
Invisible wall should work. Make sure it is slightly in front of the door and wide enough to fit the entire door in it and it should break line of sight. It might also help to make the wall interactive with a message that the door is locked, although you shouldn't have to.
NW-DPTTECLTF - Cindy Jones and the Holy Stein. A simple but hopefully entertaining foray into the world of Foundry.
zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited July 2013
. . . . . What I like to do is place two doors at the spot. One of them the static version and the other one the open-able one. I first make sure they are both in their proper spots and line up with one another. I then set the static one to be immediately visible and the open-able one set to be invisible immediately. I then set up an item somewhere that is use-able. I then set that item to become either unusable or disappear when component reached. The static door is then set to disappear when component reached also and the open-able one set to appear when component reached. Sometimes, depending on the item used, I'll set it so it disappears and a static (unusable) copy appears in its place, giving the illusion that it was just used and cannot be used again.
. . . . . For example, in Act III of my campaign, when you finally enter the temple, there is a bookshelf that blocks the way. The player must interact with the bookshelf and read its dialog in which it states how the user sees a hidden lever book and then a choice to pull the book. When the choice is made, the bookshelf disappears and another appears in its place, except the new one appears at an angle, as though it slid over some, giving the illusion of a secret passage way. I've done this with wall segments and even doors.
Foundry Mission Spoiler: . . . . . You can also catch a glimpse of my secret door methods in Act I also,
when you first enter the Inn, there is a chain you can pull and it reveals a hidden passageway.
I did as I described above with wall segments to give this illusion. Link to my campaign info is in my signature.
(Keep in mind, when in the 3d editing mode, if you mouse over the targeting block of an object, it becomes passable for you for testing purposes. A properly placed invisible wall should not be passable unless triggers are set to make it disappear. 3D editing mode will help to line it up right, so it properly blocks the door, as the poster above me states.)
How do you put in 'invisible walls'? I need a step by step tutorial on that...
I have a bunch of keys in my quest. What I've started doing a little is setting up floor patterns in the next room behind the door, sliding it just a little bit under the door just enough to get the sparkles when it's interactive - can't remember the name of it exactly, but one of the floor tile items is exactly the same width as a doorway... if the key the player has doesn't 'match' the door in question, I do an inspect object on the floor tile instead of the door with a message indicating that the door didn't unlock... Just slide the edge of the tile barely under the door so that you can actually interact with it, and rename it 'door' so that it looks like they are interacting with door in the in game... when they go away to get the other 'key' that actually works the floor tile won't be there if you set it to disappear on complete..... of course, in some cases you might want to just leave the tile there visible the whole time since it could be like the beginning of a royal hallway or something.
I tried stacking two doors on top of one another, one that needed the right key and one that didn't earlier but that didn't work well because of the fact that the complete objective couldn't really be reached, or if it did it was weird because it looked like you completed it even though the other door was still there... and the two doors on top of one another just looked bad and flickery because of the clipping... Interact seems to work better since you can put in more dialogue branching chains... one for turning the key, one for trying the key in keyhole, etc.
1. Place Invisible Wall just in front of the door. Rename it "Locked Door"
2. Make Invisible Wall interactable.
3. Click the "Required Item" box, and choose a "Key" from your list of custom items.
4. Check the "Consume Item" box so that it uses the key.
5. Have the Invisible Wall disappear when "This component complete."
6. Choose an animation. If I remember correctly, "Interact Medium" works well.
I designed a two hour dungeon around locked doors, and key hunting, but most people hated it so I withdrew it. Using doors, keys, and non-objective related NPC's, you can create multiple ways to complete a dungeon.
[SIGPIC][/SIGPIC]
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited July 2013
. . . . . Lonnehart, just to make sure on the subject of Invisible Walls; You're actually using the items named "invisible wall" and not just trying to make a wall invisible, right? Making a normal wall invisible will make it passable as though it is not there. There are actual walls which have no graphics but block pathing and line of sight. Just type "Invis" in the object search and you'll see a handful of them.
Okay, sorry, but I'm going to disagree with everyone here.
What I do is to create a door using the standard "force door" thing from the Specials Tab, OR use two doors (one openable, the other not) if it's not at a standard room-to-room meeting place. But I don't ever use the doors themselves as the interaction (until they can open the second door).
The standard doors used in the room-to-room meeting place can be set to "appear when". Once they "appear" they are the typical door that you can just push open. Before they "appear" they are just a closed, non-interactive door. They work on their own unique ruleset from that standpoint.
Then I take either an invisible clicky and make it interactive for interior human doors (small ones), and place it about 2 feet up from the door. Then I make the clicky usable when... the person has the key (requires item). If they have the key, they can interact with the sparkly clicky "lock" and then the "door" will appear. If I'm using crypt or dungeon size doors, I make the clicky interactive object be a latch or the board thing like they have on the gates of PE. That's interactive only when they have the Key.
Then I just set the door to be visible when that component is complete.
The issue that I have with invisible walls as clickies is that they don't sparkle. While that would be nice IF everything else didn't sparkle, too... it can be confusing. I strongly suggest against using a non-sparkling interactive object since sparkling objects are the standard. Even for hardcore lore hounds, it's possible for them to just never realize that it's the door they're supposed to be opening and that will just make them angry.
So I wouldn't personally use invis walls in this particular instance. You want them to see something interactive and you want them to know it requires a key.
Breaching the Swarm NW-DUXUHQWNP
Pick your side, take a stand, save--or kill--your former allies.
ok. will search for "invis" later... I was searching for "invisible" so that is probably my issue... put in too many letters in the search box, lol.
I'll probably stick with the tile floor for now though since it is 'sparkly' even if it is just at the floor level under the door... the tile floor is the same width as the crypt doors.
What is the official 'asset name' in the search box in details for "Invisible Wall"? I know I can like take the tile floor I'm using and rotate it since the bottom is not visible.... is it something like that or is there a real "invisible wall" asset?
There are multiple "invisible wall" real assets. They are RED in the asset boxes. You'll want to select your size based on your needs.
Breaching the Swarm NW-DUXUHQWNP
Pick your side, take a stand, save--or kill--your former allies.
Locked doors have nothing to do with Quest Objectives. You can make it an objective if you want, but there's no reason to.
There's an example of a locked door in the DM's Studio (NW-DHZ5DAV4R) that works like this:
1) kill a mob
2) search his body to get a key
3) use the key to unlock the door (invisible wall)
4) open the door
Simple and intuitive for the player.
One problem that I've seen is if you make something trigger on the door being used (component complete), then that will convert it to an interactable (and it will no longer open when you use it).
Thanks for all the advice, guys. Just came back from graveyard shift. When I awaken once again I'll try out these suggestions.
*sings* "I like Gammera! He's so neat!!! He is full of turtle meat!!!"
"Hah! You are doomed! You're only armed with that pathetic excuse for a musical instrument!!!" *the Savage Beast moments before Lonnehart the Bard used music to soothe him... then beat him to death with his Fat Lute*
Thanks for the suggestions. I'm using the 20x20 "thick" wall as the item you need to use the key on in order to "unlock" the door. I guess the reason why it wasn't working last time was because the Foundry was giving me a "bugged" moment at the time. Now to figure out how to make it so you have to set items into 3 pedastals in order to unlock yet another door...
*sings* "I like Gammera! He's so neat!!! He is full of turtle meat!!!"
"Hah! You are doomed! You're only armed with that pathetic excuse for a musical instrument!!!" *the Savage Beast moments before Lonnehart the Bard used music to soothe him... then beat him to death with his Fat Lute*
Thanks for the suggestions. I'm using the 20x20 "thick" wall as the item you need to use the key on in order to "unlock" the door. I guess the reason why it wasn't working last time was because the Foundry was giving me a "bugged" moment at the time. Now to figure out how to make it so you have to set items into 3 pedastals in order to unlock yet another door...
That's easy. Make the openable door appear when... 3 components are complete. If that doesn't work, then make the items interactive AND a contact. Then use the three dialogues.
Breaching the Swarm NW-DUXUHQWNP
Pick your side, take a stand, save--or kill--your former allies.
Comments
Hi lonnehart,
I'm actually not sure if you can lock a door outside of the objective route, although I'm fairly certain you cant.
The invisible wall idea sounds great, and they definitely do work, I am currently using a very long one to cut off part of a zone until an objective is complete, whereby it disappears. Until that point it definitely stops the player progressing.
Maybe l;ook at that solution again, maybe one of your settings for the wall is wrong?
Sorry I couldn't be more helpful.
Art (aka Casek)
Part 1: A Mysterious Portal: - NW-DIKGSOTWT
Part 2: Into the forest: Out now - NW DAVOJC8N7
Part 3: Through the portal: 50% Finished!
Part 4: Lvl 113
Does YOUR FOUNDRY need more plays? Try this thread: Click here
. . . . . For example, in Act III of my campaign, when you finally enter the temple, there is a bookshelf that blocks the way. The player must interact with the bookshelf and read its dialog in which it states how the user sees a hidden lever book and then a choice to pull the book. When the choice is made, the bookshelf disappears and another appears in its place, except the new one appears at an angle, as though it slid over some, giving the illusion of a secret passage way. I've done this with wall segments and even doors.
Foundry Mission Spoiler:
. . . . . You can also catch a glimpse of my secret door methods in Act I also,
(Keep in mind, when in the 3d editing mode, if you mouse over the targeting block of an object, it becomes passable for you for testing purposes. A properly placed invisible wall should not be passable unless triggers are set to make it disappear. 3D editing mode will help to line it up right, so it properly blocks the door, as the poster above me states.)
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
I have a bunch of keys in my quest. What I've started doing a little is setting up floor patterns in the next room behind the door, sliding it just a little bit under the door just enough to get the sparkles when it's interactive - can't remember the name of it exactly, but one of the floor tile items is exactly the same width as a doorway... if the key the player has doesn't 'match' the door in question, I do an inspect object on the floor tile instead of the door with a message indicating that the door didn't unlock... Just slide the edge of the tile barely under the door so that you can actually interact with it, and rename it 'door' so that it looks like they are interacting with door in the in game... when they go away to get the other 'key' that actually works the floor tile won't be there if you set it to disappear on complete..... of course, in some cases you might want to just leave the tile there visible the whole time since it could be like the beginning of a royal hallway or something.
I tried stacking two doors on top of one another, one that needed the right key and one that didn't earlier but that didn't work well because of the fact that the complete objective couldn't really be reached, or if it did it was weird because it looked like you completed it even though the other door was still there... and the two doors on top of one another just looked bad and flickery because of the clipping... Interact seems to work better since you can put in more dialogue branching chains... one for turning the key, one for trying the key in keyhole, etc.
2. Make Invisible Wall interactable.
3. Click the "Required Item" box, and choose a "Key" from your list of custom items.
4. Check the "Consume Item" box so that it uses the key.
5. Have the Invisible Wall disappear when "This component complete."
6. Choose an animation. If I remember correctly, "Interact Medium" works well.
I designed a two hour dungeon around locked doors, and key hunting, but most people hated it so I withdrew it. Using doors, keys, and non-objective related NPC's, you can create multiple ways to complete a dungeon.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
What I do is to create a door using the standard "force door" thing from the Specials Tab, OR use two doors (one openable, the other not) if it's not at a standard room-to-room meeting place. But I don't ever use the doors themselves as the interaction (until they can open the second door).
The standard doors used in the room-to-room meeting place can be set to "appear when". Once they "appear" they are the typical door that you can just push open. Before they "appear" they are just a closed, non-interactive door. They work on their own unique ruleset from that standpoint.
Then I take either an invisible clicky and make it interactive for interior human doors (small ones), and place it about 2 feet up from the door. Then I make the clicky usable when... the person has the key (requires item). If they have the key, they can interact with the sparkly clicky "lock" and then the "door" will appear. If I'm using crypt or dungeon size doors, I make the clicky interactive object be a latch or the board thing like they have on the gates of PE. That's interactive only when they have the Key.
Then I just set the door to be visible when that component is complete.
The issue that I have with invisible walls as clickies is that they don't sparkle. While that would be nice IF everything else didn't sparkle, too... it can be confusing. I strongly suggest against using a non-sparkling interactive object since sparkling objects are the standard. Even for hardcore lore hounds, it's possible for them to just never realize that it's the door they're supposed to be opening and that will just make them angry.
So I wouldn't personally use invis walls in this particular instance. You want them to see something interactive and you want them to know it requires a key.
Pick your side, take a stand, save--or kill--your former allies.
I'll probably stick with the tile floor for now though since it is 'sparkly' even if it is just at the floor level under the door... the tile floor is the same width as the crypt doors.
There are multiple "invisible wall" real assets. They are RED in the asset boxes. You'll want to select your size based on your needs.
Pick your side, take a stand, save--or kill--your former allies.
There's an example of a locked door in the DM's Studio (NW-DHZ5DAV4R) that works like this:
1) kill a mob
2) search his body to get a key
3) use the key to unlock the door (invisible wall)
4) open the door
Simple and intuitive for the player.
One problem that I've seen is if you make something trigger on the door being used (component complete), then that will convert it to an interactable (and it will no longer open when you use it).
The Cursed Emerald:
"Hah! You are doomed! You're only armed with that pathetic excuse for a musical instrument!!!" *the Savage Beast moments before Lonnehart the Bard used music to soothe him... then beat him to death with his Fat Lute*
"Hah! You are doomed! You're only armed with that pathetic excuse for a musical instrument!!!" *the Savage Beast moments before Lonnehart the Bard used music to soothe him... then beat him to death with his Fat Lute*
That's easy. Make the openable door appear when... 3 components are complete. If that doesn't work, then make the items interactive AND a contact. Then use the three dialogues.
Pick your side, take a stand, save--or kill--your former allies.