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"Open When" Volume Gates?

bardaaronbardaaron Member Posts: 545 Bounty Hunter
Is there any way to make a volume gate be physically there, but only open/move under certain circumstances (such as an objective complete)? I tried appear when, but it doesn't show up at all. Does the visibility setting work for that?
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Post edited by bardaaron on

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  • eldartheldarth Member Posts: 4,494 Arc User
    edited July 2014
    Nope.

    You would have to place a non-volume version Appear When Immediately, Disappear When Condition.
    Then place a volume version Appear When Condition, Disappear When Never.
  • bardaaronbardaaron Member Posts: 545 Bounty Hunter
    edited July 2014
    Well that's annoying. Oh well.
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  • torontodavetorontodave Member, NW M9 Playtest Posts: 992 Arc User
    edited February 2015
    Working with volume gates now..

    How do they work exactly? The one that shows up on playthrough is where I want it to be

    But how do I make it interactable to swing open? .. OR, how do I link it to a placemarker to swing open?
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  • melindenmelinden Member Posts: 619 Arc User
    edited February 2015
    Volume gates are a little awkward to place. The editor shows them in both their Open and Closed state at the same time. For example, the secret bookcase looks like two bookcases making an L shape.

    So place them where you approximately want them to be, then leave the editing mode to see if you have it where you want it to go.

    As for the speed, slowfall, and slippery volume I just mess with them and keep my fingers crossed it doesn't take me all day.
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  • eldartheldarth Member Posts: 4,494 Arc User
    edited February 2015
    But how do I make it interactable to swing open? .. OR, how do I link it to a placemarker to swing open?

    You don't. They open/close automatically whenever a pc or npc is within the trigger volume.
    Just walk right up to it and it'll open.
  • imaginaerum1imaginaerum1 Member, NW M9 Playtest Posts: 378 Arc User
    edited February 2015
    Working with volume gates now..

    How do they work exactly? The one that shows up on playthrough is where I want it to be

    But how do I make it interactable to swing open? .. OR, how do I link it to a placemarker to swing open?

    There are a few tricks you can do with them, if you choose a volume gate that has a static counterpart (and oh, how I wish that was all of them).

    For example, in my Karrilos Hills: Orc Raiders quest, I have a gate that swings open when you approach it, and closes again if you retreat (in other words, a standard volume gate), that gets replaced by a static version of it at the place where it sits when open, with the replacement happening when you reach a waypoint far enough inside the gate. The end result is that once you really enter the gate, it stays open.
    In my T1: The Village of Hommlet quest, I did the reverse. I have a closed static gate in a wall around a courtyard. However, if you are sufficiently determined, you can find a way to get over that wall and drop down into the courtyard. So, it needs an exit that only works once you've been inside. I placed the static gate, and put a waypoint inside the wall. When the waypoint is reached, the static gate is replaced by the volume gate version, and from then on opens from either side when someone enters its volume.

    There are other similar tricks that you can do by switching out static for volume or vice versa when certain conditions are met. Again, though, only a small number of the volume gates have identical static counterparts.
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited February 2015
    Set a static version, if possible. Set that static version to disappear after it is interacted with. Then set the volume gate to appear when the static version is interacted with.

    Edit: Imaginaerum1 explained ways to do this much better.
  • myrkolithmyrkolith Member Posts: 212 Arc User
    edited March 2015
    I know this is an older thread and such, but I was just reading it and I was curious of something, has anyone tried using the Volume Gates with the Unlock door story objectives? I'm wondering if they would not auto-open until unlocked...
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  • eldartheldarth Member Posts: 4,494 Arc User
    edited March 2015
    myrkolith wrote: »
    I know this is an older thread and such, but I was just reading it and I was curious of something, has anyone tried using the Volume Gates with the Unlock door story objectives? I'm wondering if they would not auto-open until unlocked...

    let us know if it works -- I'm betting not.
  • maegmaagmaegmaag Member Posts: 332 Arc User
    edited March 2015
    Just to close it, @myrkolith no its not possible as that objective needs "fake door", more clearly Door Special Object, which can not be rly "fake door" (it has to connect one room adjacent to another in case of indoor map) and it allows only a specific set of doors (u cant pick one from assets/objects list). Also in case of exterior, u can notice the Door Special Object is not present, but once that objective is set it is possible to place the object from "unplaced?/missing" object wab/window (not rly sure about its behavior then other than that its restricted to same door list, except the list itself is not restricted by "room/design set").

    So, as said, there is only one way to do it, more or less, and twont change for the foundry is considered finished (except for additional assets coming with each mod maybe). I would as well like to use one (or two) object with a condition instead of up to 3 objects and 2+ conditions/dynamic links.
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