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more door area transition issues...sigh


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so I got my door added to the area successfully and tested it a few times to make certain it worked, putting the party where it needs to be and stuff and that part does great. the transitioning is fine. the new problem is the door is supposed to be locked and requiring a key, but it's not. it took me a few times playing thru it before realized. not bright of me but in my defense, I was happy the door showed up oinkin the first place. anyway everything in the placeable is set correctly, key required, initial state locked, impossible to pick, and the tag of the key. but when you go to use the key, it just automatically transitions to the next area. it kinda defeats the whole purpose of the quest when the item you fight tooth and nail to get isn't even needed. soooo....I do make it spawn requiring the key?
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lmao I hate my new cell phone. the key wasn't "oinkin" when it showed up and that last line was supposed to ask HOW do I make it spawn requiring the key?
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Creativity.

 

The doors that are Area Transitions don't require a key so...

 

Before the quest, spawn a door that is not an area transition. Since there is already a door that is permanently locked in that location, I would probably spawn an 'invisible' placeable that is tied to a conversation. I could have a 'conversation' informing the player of the quest to find the key to open the door.

 

When the quest is completed, the conversation/placeable would give some message about success and the script tied to the placeable would destroy the invisible placeable, replace it with an area transition door, and (probably) perform the first area transition.

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I'm not so sure you can't require keys to area transition doors. I the mage origin, bhm200ip_to_spider_cave is a transitional door both in the placeable resource and the area and is set to key required with the key tag bhm200ip_laboratory_key. I have a pcrscr script that destroys the door when the area loads and replaces it with my own. works alright except for not requiring.
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yeah I was beginning to think that same thing. I think it may also be because it's not jumping into the door frame like it does when you physically add it instead of scripting it in there. it's not going to align with the little blue and red tabs.
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ok....I don't think the door/key rrhing is going to work via pcrscr. so what I've done is she gives the player a key to a chest instead and I set the area transition to only become active after you've received the chest key. I got tired of messing with it. lol
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Remember the door to the Carta HQ? I would do something similar.

 

1. Initiate the Quest

2. Put an invisible placeable in front of the locked door

3. Tie a conversation to the invisible placeable.

--- Before the key is found (quest completed), "You do not have the key to unlock this door"

--- After the key is found (quest completed), "Do you want to unlock the door & enter storage area?"

4. After the door has been 'unlocked' once, you can destroy it and replace it with an unlocked area transition door using the coordinates from the original door in the .are file

 

An alternative is to replace the locked Bioware door with your own locked door initially. Don't have the conversation start until the key has been located.

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