MadMike710 Posted August 29, 2010 Share Posted August 29, 2010 I'm trying to make a door which detects if the player has a bounty or not. If bounty = yes - door stays shut (like Arcane University gates) If bounty = no - door opens (teleports) Any help would be much appreciated. :) Link to comment Share on other sites More sharing options...
ub3rman123 Posted August 29, 2010 Share Posted August 29, 2010 Scn ScriptnameHere Begin OnActivate if player.getcrimegold > 0player.message "You have a bounty."returnelseactivateendifend Link to comment Share on other sites More sharing options...
MadMike710 Posted August 29, 2010 Author Share Posted August 29, 2010 Scn ScriptnameHere Begin OnActivate if player.getcrimegold > 0player.message "You have a bounty."returnelseactivateendifend Thanks. ^_^I was nearly there in my attempt. :) Link to comment Share on other sites More sharing options...
MadMike710 Posted August 29, 2010 Author Share Posted August 29, 2010 (edited) Also is there any way to make a door "Appear" once something is activated/conditions are met? Or an alternative, is there any way to make a hidden door appear? Like make a wall move/slide? Please I need this, or could anybody give me an idea for where to place a door that isn't easy to find? Edited August 30, 2010 by MadMike710 Link to comment Share on other sites More sharing options...
MadMike710 Posted August 30, 2010 Author Share Posted August 30, 2010 Bump Link to comment Share on other sites More sharing options...
ub3rman123 Posted August 30, 2010 Share Posted August 30, 2010 Which kind of hidden door? The hidden doors work differently. Some you can easily script using two scripts: One on the Fort Ruins lever, and one on the Ayleid ruins secret wall. Link to comment Share on other sites More sharing options...
MadMike710 Posted August 31, 2010 Author Share Posted August 31, 2010 I mean the kind of hidden door that would blend into an ordinary house, specifically a Chapel Hall, the place where they live - doesn't have to be there but that's where I want to put it.So it doesn't have to open, just teleport. Link to comment Share on other sites More sharing options...
ub3rman123 Posted August 31, 2010 Share Posted August 31, 2010 Hmm.. Teleport doors are hard to gracefully hide. Best I can suggest is to just retexture a square object, like the SideWalkSubPlane, make it a door, and set it as hidden in the editing tab. Other than that, you could retexture one of the working (animated) secret doors to match the rest of the walls. Link to comment Share on other sites More sharing options...
Ranokoa Posted August 31, 2010 Share Posted August 31, 2010 Or you could simply make a script to enable a door, and disable a tapestry that was in front of it, and put it on, let's say, a book? So when the player activates the book, tapestry gone, door appear.You might also want to do a little trick that I've gotten into the practice of, which is to also change the enable status of floor pieces, one put directly on the same spot as the other, so the door can properly fit... Hard to explain... I'm too not awake.. Umm.. Look at Fort Death's Temporal Reconfiguration Chamber entrance found in The Vault. The differing hallway pieces in The Vault will explain it all. Link to comment Share on other sites More sharing options...
MadMike710 Posted August 31, 2010 Author Share Posted August 31, 2010 (edited) @ ub3rman123 thanks but I can't texture for my life... @ ranokoa well that's what I was thinking but I'm not sure how to disable/enable things except for in the console, but thanks, I will look I can't find Fort Death in the Interiors list. :( Edited August 31, 2010 by MadMike710 Link to comment Share on other sites More sharing options...
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