is it possible to lock the default doors you can place inbetween room tiles - if i set the unlock door story option and link it do a door with a key... its still unlocked even without the key.
Manual "fake" doors just wont work for it - the connecting "hole" of diff areas are tiny compared to when the "default wooden door" is used.
Post edited by qinnux on
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lolsorhandMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 981Bounty Hunter
edited June 2013
Hmm, I am fairly certain you'd have to work around the foundry for that. Example : Put a door that is interactable, and make it need a certain item to be activated. -
Then make it dissappear as component is completed, at the same time a copy of the door appears when the locked door is "completed" , otherwise I'm not sure.
I'm not sure what you meant. If you add an 'Unlock Door' story objective, then add a door asset to the doorway, the door should be locked when you go there.
Remember, when you do stuff like this in the story objectives, all the parameters go into the objective, not on the detail asset in the layout mode.
So when you add the unlock door objective, you set the required key in there, and you make sure that the door asset you add to the doorway is not interactable - The system will take care of the interactability (I think I made up a word) of the door by virtue of it belonging to an objective.
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Then make it dissappear as component is completed, at the same time a copy of the door appears when the locked door is "completed" , otherwise I'm not sure.
Brethren of the Five, Campaign. - Story focused
The Dwarven Tale - Hack 'N Slash
Remember, when you do stuff like this in the story objectives, all the parameters go into the objective, not on the detail asset in the layout mode.
So when you add the unlock door objective, you set the required key in there, and you make sure that the door asset you add to the doorway is not interactable - The system will take care of the interactability (I think I made up a word) of the door by virtue of it belonging to an objective.
Using invisible walls etc doesnt really feel right - the hole that connects two areas is 2x smaller if you dont add a "default" door.