Jokerine Posted May 20, 2015 Share Posted May 20, 2015 Hello everybody! There's something I've been wondering - as it says in the title, is it possible to change the "inaccessible" status of a door through a script? I would like to have some doors that cannot be opened at all, no matter what the player's lockpick is, until a specific point. I could probably use SetDestroyed just to make them static until the time's right, but I would've preferred to have them display a rollover text at least. I could go with a script attached to them and check for some script variables and stuff, but then things become a bit too complicated for something as simple as this. Lemme know! I wouldn't be surprised if something like this already exists and I'm missing an obvious answer. Feel free to point and laugh in that case :laugh: Link to comment Share on other sites More sharing options...
flamenx01 Posted May 20, 2015 Share Posted May 20, 2015 It's been ages since I did anything major in GECK but couldn't you have two doors at the same place. One initially set to disabled then enable it and disable the other door at the correct time via script? Link to comment Share on other sites More sharing options...
Jokerine Posted May 20, 2015 Author Share Posted May 20, 2015 Oh, yeah, I'll probably do that - an actual door and another one that is an activator with a message like "the door is locked". I just wanted to see if there would be a cleaner/simpler way to do it, haha :laugh: Link to comment Share on other sites More sharing options...
Fallout2AM Posted May 20, 2015 Share Posted May 20, 2015 (edited) I could go with a script attached to them and check for some script variables and stuff, but then things become a bit too complicated for something as simple as this. What about a single script for every door, something like this: Begin OnActivate Let rMyRef := GetSelf Let rMyActor := GetAR if GetStage MyQuest > some_value GetSelf.Activate rMyActor endif EndEDIT: thinking about it, it's probable that GetSelf must remain implicit, omitted. I would need a GECK to test. Edited May 20, 2015 by Fallout2AM Link to comment Share on other sites More sharing options...
RoyBatterian Posted May 20, 2015 Share Posted May 20, 2015 Could put Let rMyRef := this into an onload block perhaps. Link to comment Share on other sites More sharing options...
Jokerine Posted May 20, 2015 Author Share Posted May 20, 2015 So I guess it isn't possible to just change the "inaccessible" status then? Lame. I wonder if maybe NVSE or Lutana may be able to put something together someday. Would be pretty useful. Anyhoo, thanks for the suggestions guys! :smile: Link to comment Share on other sites More sharing options...
rickerhk Posted May 21, 2015 Share Posted May 21, 2015 You can't set the Inaccessible flag by script but I've used DoorREF.SetDestroyed 1to make it completely unresponsive then DoorREF.SetDestroyed 0to make it work again.http://geck.bethsoft.com/index.php?title=SetDestroyed Link to comment Share on other sites More sharing options...
Jokerine Posted May 21, 2015 Author Share Posted May 21, 2015 Oh yeah, I've used (and abused) SetDestroyed before. I mention it in the OP :) Link to comment Share on other sites More sharing options...
rickerhk Posted May 21, 2015 Share Posted May 21, 2015 oops. :tongue: Link to comment Share on other sites More sharing options...
Thumblesteen Posted May 24, 2015 Share Posted May 24, 2015 If you're doing the message thing, might as well go ahead and pack it into one simplified script. This script also assumes that only the player will use the door. Otherwise just make another ref. ref rSelf Begin OnActivateset rSelf to GetSelfif GetGlobalValue DoorEnabled == 1rSelf.activate playerelseShowMessage TheDoorIsLockedYouGitendifend (Remember to actually make the globals/messages, mind you.) Might want to tack on a && GetActionRef == Player or what it is called, I rarely use it so it escapes my memory. But yeah. Link to comment Share on other sites More sharing options...
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