s14 Posted September 1, 2010 Share Posted September 1, 2010 Noob here. But have the same idea with Ranokoa. Make a door but disable it initially. Make something else as an activator (like tapestry, or a sign, or a button, a torch, whatever). When the player activates the tapestry, if he has no bounty, disable the tapestry and enable the door. If he has bounty, nothing happens. Anyway, bored, so might as well have a crack at this. Make a door, name it magicdoorx (on the base ID). Place it at a wall. Double click it. Check 'persistent reference' and 'initially disabled', and name it magicdoorx1 for the ref ID (the door actually in the render window, not the one in the list). Copy a tapestry item and name it magictapestryx. Then place one of them on the wall as well where the door is already (doesn't matter if they overlap), also check 'persistent reference', but don't check 'initially disabled', and name it magictapestryx1. Click on the script button on the magictapestryx. It probably goes something like this: Scn MagicTapestryScript Begin OnActivate if player.getcrimegold > 0 player.message "You have a bounty. Go away! N'wah!" else magicdoorx1.enable magictapestryx1.disable endif end Now the door appears and the tapestry disappears. The door needs its own script on activate of course, to take the player to a the place where it goes to. It depends on what you want to do when the player activates it, I guess. Since I haven't done any door scripting yet, I dunno. Hope that helps. And note: I haven't tested this in the editor nor ingame. But I did something similar for a quest mod I'm working on where the props used in the first stages (posters which the player can read, but can not take) disappear once the quest moves on to another stage. Link to comment Share on other sites More sharing options...
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