Heh, this might be a stupid questions, but it's been buggering me. I played Hidden Blade recently and in his/her quest you could interact with every single door and pass through them with specific skills, you could knock and listen and have nothing happen, etc etc. When I right click my type of doors, there's no dialogue options, no interactable options. What am I doing wrong? :C Am I blind or something?
Another thing. Is there a way to make an item/object interactable once? I'm trying to make some sort of dialogue end exploration-based quest where you have to interact with objects to check them out, but I'd like for the objects to be non-interactable after you've clicked with them once, so I don't have a gigantic house full of glittering objects. Anyone?
Comments
2. Under visibility for the item you want interactable once, just set the visible options. Component complete for disappears and the selection being "This Component". (this is only available once you make it interactable I believe)
Edit: Ah, here's the kicker. I guess I didn't explain myself thoroughly when I stated "interactable". What I pictured in my mind was being able to click it and get some sort of text box saying there's nothing special to be found on the item and that it doesn't seem to have anything to do with the quest. But that's under "contact". Interaction is more related to checking stuff for items, etc, and not text related. If I put interaction, the object stays and the glow disappear. I'd wish for the same thing to happen if I put enabled contact with it though. I guess that's not possible?
The doors in the inn are ordinary doors attached in the normal way. Don't use the detail doors, that's just a lot of unneeded work. What I did was to place an invisible wall in front of each door, and then made each of these walls into a contact with dialogue. For any situation in which I wanted to "unlock" the door, what I actually did was to make the invisible wall disappear, giving the player access to the door behind it. The door itself has no idea that anything is out of the ordinary. It's the invisible wall that contains all the logic.
Heya, slightly off topic but my wife & I played through yours earlier, I did receive a bell in my inventory after choosing it in the witches cave (if that's what you mean?). Unless I'm misunderstanding you and then this is of no use. Good adventure by the way, we enjoyed it - but that final bit... man, I think you *really* wanted people to see that death room
The player is in a hallway leading to four rooms/four doors. After doing this and that and talking to the quest giver, suddenly a fifth door is to appear, leading to a fifth room. I don't want this room to visible in any way; no gateway, no arch, no closed door, just a wall, nothign else there, until it's "unlocked" by a dialogue component. Is this possible? Any ideas?
Don't want to hijack his thread but thanks so much! The thread for my campaign is here:
http://nw-forum.perfectworld.com/showthread.php?191711-UGC-The-Halls-of-the-Forgotten-New-Epic-Campaign!
Sure, just put a wall up right there in front of the actual wall that has the door leading into the room. So the wall you add is covering that wall and therefore they don't know its there. Then click the wall and in its visibility have disappear when dialog prompt is reached
I suggest you create wall if at all possible. To cover it up. Then when they accomplish the task make the wall invisible.
Why are you using "this component complete" for an invisible wall? Do you even know what that means? Speaking of which, I have no idea what you mean. What is it you're trying to accomplish, exactly?
I'm going to shamelessly steal this trick.
I thought I did understood it, but apparently I don't. I try to have an invisible wall in front of regular door disappear once it has been interacted with a key.
My questions has to do with doors... specifically, I created a custom room for my quest and I can't use the exit I placed to have the character exit the room into the next map (protector's enclave). Tried everything I could think of, but it just won't let me click on the door to exit that room...
edit: Now it works, all I did was add another room connected by a door somewhere else in this room. Seems like the map needs more than one choice for an exit door before it accepts it...
1) Ensure you put False Door (from Special, not Details) on wall and make it non-interactive
2) Go to STORY Tab and click TRANSITION after your map
3) You should find box with list, and when you click it you should get pop-up map. Select your false doors
NW-DGYDZ7EAL - Khelgar's Treasure Cave
NW-DTULANXJC - Khelgar's Hideout
Thread with suggestions for Foundry
If doors don't work, try showing us your settings window for doors, transition etc.
NW-DGYDZ7EAL - Khelgar's Treasure Cave
NW-DTULANXJC - Khelgar's Hideout
Thread with suggestions for Foundry
this is the door I'm talking about that I want removed. I really can't find a wall that would make this look natural. Am I seriously blind or looking in the wrong section? I want it to be like "impossible" to even think that there's a door there, so I don't want to hide it behind a wall that looks out of place or a book shelf or something. Any suggestions?
There are no walls in the Foundry that look like the walls in the premade inn. If you wanted to do that, you'd have to make an inn yourself from basic walls/rooms and building blocks.
You can place a wall in the "doorway" and set it to be visible until the dialogue is complete, then set it to invisible. I had that going for a while in mine until I got frustrated with encounters not displaying right in one of the rooms and changed it.