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Concealed and hidden doors

celticgamer0celticgamer0 Member Posts: 537 Arc User
I know I can use the volume to create hidden entrances, but was wondering if I could make concealed or hidden doors where only a certain class/skill node can find and activate? I am wanting to do a traditional DnD dungeon delve and already have the dungeon set up. All I need are doors.
Post edited by Unknown User on

Comments

  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited September 2014
    you want only certain class to be able to see the door? or only certain class to be able to open it?
    2e2qwj6.jpg
  • celticgamer0celticgamer0 Member Posts: 537 Arc User
    edited September 2014
    both. Some doors I only want one class or skill to be able to open it and only some classes to see concealed doors (ie. rogues) Classic dungeon delves ;)
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited September 2014
    I've done this before - and here's how I've done it - though it may not be what you're looking for - and it depends on your map style (cave, crypt, etc.)

    The brick dungeon pieces include a "hidden" wall - it's wall block that looks like a solid brick wall until you get close to it then you can see it start to vanish. This is what I use in my third quest "Stone of Life" where I have a maze the player must find their way through.

    Now to make it so only a particular class can see it, I use a standard wall block in it's place. However, if the player is a particular class *say a Wizard, for example) then I hide the standard wall and make the Hidden Door block visible. The problem with this is that there are now 'two' of every class type (except for Cleric, which is why so many expect a Druid next): Fighter (GWF, GF), Magic (CW, SW), Striker (TR, HR - debatable) - and technically (eventually) the DC and ...whatever.

    So the thing is if you're a magic user (we'll say CW, SW, and DC for now) that would be three separate entrances to be set-up this way because you can only assign one class as a requirement; so it's a separate one for each of these classes. Hence, a large part of this kind of set-up really is determined by your map lay-out. In my case I don't use class as a requirement, but if I did then I'd probably set this up in a larger room with each "entrance" going through a different path, and one "unhidden" path going yet another way (or make it a "riddle" where the class has to figure a way forward and must find the hidden door).

    As for the class-requirement triggers: the main premise being: use a "standard" physical wall piece to block the entrance in normal circumstance, and a non-physical piece to appear in it's place (the physical piece being hidden) when the class requirement is met.
  • celticgamer0celticgamer0 Member Posts: 537 Arc User
    edited September 2014
    I've done this before - and here's how I've done it - though it may not be what you're looking for - and it depends on your map style (cave, crypt, etc.)

    The brick dungeon pieces include a "hidden" wall - it's wall block that looks like a solid brick wall until you get close to it then you can see it start to vanish. This is what I use in my third quest "Stone of Life" where I have a maze the player must find their way through.

    Now to make it so only a particular class can see it, I use a standard wall block in it's place. However, if the player is a particular class *say a Wizard, for example) then I hide the standard wall and make the Hidden Door block visible. The problem with this is that there are now 'two' of every class type (except for Cleric, which is why so many expect a Druid next): Fighter (GWF, GF), Magic (CW, SW), Striker (TR, HR - debatable) - and technically (eventually) the DC and ...whatever.

    So the thing is if you're a magic user (we'll say CW, SW, and DC for now) that would be three separate entrances to be set-up this way. Hence, a large part of this kind of set-up really is determined by your map lay-out. In my case I don;t use class as a requirement, but if I did then I'd probably set this up in a larger room with each "entrance" going through a different path, and one "unhidden" path going yet another way (or make it a "riddle" where the class has to figure a way forward and must find the hidden door).

    As for the class-requirement triggers: the main premise being: use a "standard" physical wall piece to block the entrance in normal circumstance, and a non-physical piece to appear in it's place (the physical piece being hidden) when the class requirement is met.

    This is what I am looking for! Thank you so much! A lot more work than I thought, but it will be fun. The dungeon shall take the longest to complete XD Thanks again.
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited September 2014
    This is what I am looking for! Thank you so much! A lot more work than I thought, but it will be fun. The dungeon shall take the longest to complete XD Thanks again.

    I'm very happy you found my 'method' to be helpful. Though do keep checking this thread in case @Eldarth makes an appearance as he's the Foundry God and may have an even easier/better solution. The man is genius. :)
  • celticgamer0celticgamer0 Member Posts: 537 Arc User
    edited September 2014
    I will and thank you ^.^
  • eldartheldarth Member Posts: 4,494 Arc User
    edited September 2014
    You might want to search for my "Old School" quest. It experiments with some dungeon traps and concealed doors. I might have to republish it since mod though. I'll check when I get home from work.
  • chieorichieori Member Posts: 137 Arc User
    edited September 2014
    Something I do in a few of my quests ...

    I have a wall section in a hallway, it is a solid wall so everyone can see it and no one can go through it. However, I have a 20x20 invisible wall placed flat against it. I have this wall set to visible only to "thievery", so only a rogue can interact with it. Then I set it as an interact and make it so that when the rogue interacts with it, they do a "look around" animation, so it makes it appear they are doing a search to see what it is. Then the invisible wall is set to disappear when component complete and the wall itself disappears also. In its place is another wall, slightly back a few inches. So it looks like the rogue found a secret passage. Then I set it to interact and have them do a door push to open it. That wall goes away, leaving a 3rd wall in the open door setup. I found placing all 3 walls right off made the second wall sparkle and that was visible behind the first wall, so have to set each wall part to appear/disappear at each step.

    Somewhat complicated I guess, but you can use this method for any class you want, well multiples in some cases.

    Another variant to a hidden wall, you can place 5 walls in the exact same spot, but with each wall having a "only xx skill can see it", set each wall to one of the 5 skills. In this particular setup, every class 'sees' a wall there, but that wall is completely tangible, so if they walk up to it, they can walk right through it. This is handy if you use lights or blood etc to draw the attention of the player to look near that wall and they suddenly walk through it and go oohhhhh. Uses a lot of details, so not recommended to many times.

    Alternately you can turn a water plane on its side and use it more or less like a magical barrier. Then place a 20x20 invisible wall in front of it and set it up however you want. Interact-able, contact etc. I use the invisible wall in front of the water, otherwise players can somewhat walk into the water plane, which kinda ruins the magical barrier effect.

    You can also set details on the ground or around doors, openings etc, that are set to only certain skills. This will draw the attention of the chosen classes to that area, but the other classes don't see them so walk right by. Like putting an empty brazier on either side of a doorway or opening of interest, then making a flame appear when the player gets to a certain point. Make that flame visible to a certain skill and bingo, neon sign saying hey, look over here, while everyone else keeps walking because they didn't see anything.
    Campaign: Ashmadai Incursion
    [1] Devils in the Sewer :|: NW-DQ9WRV8HX :|: Daily Eligible :|: Featured
    [2] The Summoning :|: NW-DGG95NROO :|: Daily Eligible
    [3] Temple of the Winds :| NW-DM5JFJ3UL :|: Daily Eligible

    Clan Ravenclaw :|: NW-DU3QXH237 :|: Daily Eligible
    Children's Babble :|: NW-DUD5EUH8A :|: Daily Eligible
    Solstice Academy :|: NW-DRJG6BIZM :|: Daily Eligible
  • maegmaagmaegmaag Member Posts: 332 Arc User
    edited September 2014
    @chieori

    Usually am not that nice to tell everything, especially when its obvious but, u dont rly need 5 copies of the wall since "invert visible ifs" work (and because there still may be a confusion, one is enough) ^^.
    dAuGVxU.png
    A bit nosy NW-DKG7E99X6
    "Hardcore" exploration journey and dungeon crawl. Read its description prior to trying it.
  • chieorichieori Member Posts: 137 Arc User
    edited September 2014
    @maemaag

    I actually haven't worked that much with the "invert visible if". I thought it made an item, wall etc invisible if player had a certain skill or item? If that is the case, then it doesn't serve the same purpose as the 5 wall version. As the 5 wall version makes a wall visible to everyone regardless of skill, but you can walk through it. Invert would make it a solid wall to everyone except that skill or person with that item. Slightly different use than a wall that appears solid to everyone but is not. I'll experiment with it a bit, perhaps I misunderstood its use.
    Campaign: Ashmadai Incursion
    [1] Devils in the Sewer :|: NW-DQ9WRV8HX :|: Daily Eligible :|: Featured
    [2] The Summoning :|: NW-DGG95NROO :|: Daily Eligible
    [3] Temple of the Winds :| NW-DM5JFJ3UL :|: Daily Eligible

    Clan Ravenclaw :|: NW-DU3QXH237 :|: Daily Eligible
    Children's Babble :|: NW-DUD5EUH8A :|: Daily Eligible
    Solstice Academy :|: NW-DRJG6BIZM :|: Daily Eligible
  • chieorichieori Member Posts: 137 Arc User
    edited September 2014
    I see, so the 5 door version is an old version, from when there wasn't an "invert if's" option. I used it sometime ago and remembered it, but haven't played with the invert setups, so it is outdated.

    Thanks for pointing that out, though there was really no reason to be condescending in your statement. A simple correction was all that was needed.
    Campaign: Ashmadai Incursion
    [1] Devils in the Sewer :|: NW-DQ9WRV8HX :|: Daily Eligible :|: Featured
    [2] The Summoning :|: NW-DGG95NROO :|: Daily Eligible
    [3] Temple of the Winds :| NW-DM5JFJ3UL :|: Daily Eligible

    Clan Ravenclaw :|: NW-DU3QXH237 :|: Daily Eligible
    Children's Babble :|: NW-DUD5EUH8A :|: Daily Eligible
    Solstice Academy :|: NW-DRJG6BIZM :|: Daily Eligible
  • maegmaagmaegmaag Member Posts: 332 Arc User
    edited September 2014
    Well dont take it condescending as i merely prefer to give a hint instead of "how to" for it makes ppl think, try and find out themselves (to an extent), whilst widening their horizon (angles/points of view), as opposed to "this is the way u have to do it, mindlessly". Definitely hope nobody takes my inputs as a "dont bother HAMSTER" as i dont rly want to break any enthusiasm a potential author still can (ought even) have, coz i lost it year ago (also with all the errors my spelling is still better than the actual english skill so, that...).
    dAuGVxU.png
    A bit nosy NW-DKG7E99X6
    "Hardcore" exploration journey and dungeon crawl. Read its description prior to trying it.
  • celticgamer0celticgamer0 Member Posts: 537 Arc User
    edited September 2014
    maegmaag wrote: »
    @chieori

    Usually am not that nice to tell everything, especially when its obvious but, u dont rly need 5 copies of the wall since "invert visible ifs" work (and because there still may be a confusion, one is enough) ^^.

    Oh snap! I might try that next time. Already have all the walls in place lol. Working on script now, but will remember this!
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