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?
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.
torontodaveMember, NW M9 PlaytestPosts: 992Arc 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?
NW-DSQ39N5SJ - 'To Infinity, and BEYOND!' - Spelljammer Quest. Skyships, Indiana Jones moments NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
Thanks for all the fish.
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.
Find me in game with @DoctorBadger (Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ
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.
0
zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community 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.
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...
Conduit of Time: 7 Chapter Campaign in progress (Currently Chapter 6 Released)
Search @Longshire for 12 Foundry Quests, all are story driven adventures
Story -- Medium/Heavy, Combat -- Light/Medium, Lore -- Medium/Heavy
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...
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.
A bit nosy NW-DKG7E99X6
"Hardcore" exploration journey and dungeon crawl. Read its description prior to trying it.
Comments
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.
Encounter Matrix | Advanced Foundry Topics
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?
NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
Thanks for all the fish.
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.
(Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ
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.
Encounter Matrix | Advanced Foundry Topics
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.
Edit: Imaginaerum1 explained ways to do this much better.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
Search @Longshire for 12 Foundry Quests, all are story driven adventures
Story -- Medium/Heavy, Combat -- Light/Medium, Lore -- Medium/Heavy
let us know if it works -- I'm betting not.
Encounter Matrix | Advanced Foundry Topics
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.