As usual, apologies if this is obvious, I did try watching video's and searching before asking (most info I found was for non-custom indoor maps which I believe work differently?), and it kills a bit of time while the Foundry is down anyways ;p
So on a custom outdoor map I placed some human doors into rooms with the human interior walls with doorways. The doors are sparkly, which I wasn't expecting as theres no story in place yet, but I can live with that. After positioning them and rotating them using 2D co-ordinates, they also open using F to interact and work fine and look great.
BUT
1) You can't close them again.
2) You can actually walk through them before interacting
I want to avoid having to "talk" to the door etc to open it and then removing invisible walls, but I am wondering if I can use what I have already but just add something to remove an invisible wall?
And is there anything I can do to stop the doors being sparkly? It will likely confuse people if they are just decoration and nothing to do with the plot I think.
Can I get them to prevent people walking through them before they have been opened? So remove an invisible wall when interacted with, or is that not possible/will break something else?
I would/will just experiment when the Foundry is back up, but if it's an easy answer it might save me some time.
I use an invisible wall set to interact (20x20)- requiring a key, and I name it locked. When it has been unlocked (with key) it disappears as "this objective complete" i think its called then I can use door as normal.
I use an invisible wall set to interact (20x20)- requiring a key, and I name it locked. When it has been unlocked (with key) it disappears as "this objective complete" i think its called then I can use door as normal.
Cheers for that. Mine aren't currently locked and not objectives but maybe I need to do at least one of these things. When you say you can then use the door as normal, do you mean you can then click on the door and it opens? Or as part of what you have already done you replace the closed door with an open one?
Can I get them to prevent people walking through them before they have been opened? So remove an invisible wall when interacted with, or is that not possible/will break something else?
I would/will just experiment when the Foundry is back up, but if it's an easy answer it might save me some time.
Cheers,
This is the way that I would do it:
Create a closed door. Make it interactive as well as "contact". Then I would put, "You open the door" as the basic wording in that single, initial contact/ interaction.
Then I would just have it disappear at that dialogue prompt.
If I really wanted them to have a key, I would use other prompts.
Here's an example from my own quest I'm doing right now. You have to run a puzzle to open a specific door. When you finish with the puzzle, and "pull down the locking mechanism" in another room... then the door becomes an interactive door.
Before that, it's a solid, non-interactive door. They can't go past it, can't interact, nothing.
The solid closed door is triggered to vanish when you choose "I want to pull the mechanism" and that leads to "you pull down the locking mechanism." As soon as "you pull down the locking mechanism", the first door disappears, and the openable door is triggered to appear at the same time. Now they can go open the door that was previously non-interactive at all.
Breaching the Swarm NW-DUXUHQWNP
Pick your side, take a stand, save--or kill--your former allies.
Comments
Do the doors actually intersect with another area, or do they go nowhere?
When you answer these questions, we can better help you know how to deal with the issue.
Pick your side, take a stand, save--or kill--your former allies.
I didn't think you had the option to select doors from the "special" tab for outdoor maps.
They are from the details tab, and they just go into rooms in a 'house'.
Oops, I stand corrected. Missed the 'outdoor' there.
Unfortunately, you aren't going to get doors that don't sparkle, but also open. You won't get any that open AND close on demand.
That's simply something not a function of the game as a whole, so far as I can tell... definitely not a functionality of the foundry.
But we could make them so they are closed, period.
Pick your side, take a stand, save--or kill--your former allies.
OK, so ignoring the sparkles and the closing.
Can I get them to prevent people walking through them before they have been opened? So remove an invisible wall when interacted with, or is that not possible/will break something else?
I would/will just experiment when the Foundry is back up, but if it's an easy answer it might save me some time.
Cheers,
Err how would I get in my rooms then?
Cheers for that. Mine aren't currently locked and not objectives but maybe I need to do at least one of these things. When you say you can then use the door as normal, do you mean you can then click on the door and it opens? Or as part of what you have already done you replace the closed door with an open one?
Cheers,
This is the way that I would do it:
Create a closed door. Make it interactive as well as "contact". Then I would put, "You open the door" as the basic wording in that single, initial contact/ interaction.
Then I would just have it disappear at that dialogue prompt.
If I really wanted them to have a key, I would use other prompts.
Here's an example from my own quest I'm doing right now. You have to run a puzzle to open a specific door. When you finish with the puzzle, and "pull down the locking mechanism" in another room... then the door becomes an interactive door.
Before that, it's a solid, non-interactive door. They can't go past it, can't interact, nothing.
The solid closed door is triggered to vanish when you choose "I want to pull the mechanism" and that leads to "you pull down the locking mechanism." As soon as "you pull down the locking mechanism", the first door disappears, and the openable door is triggered to appear at the same time. Now they can go open the door that was previously non-interactive at all.
Pick your side, take a stand, save--or kill--your former allies.