TheArc Posted February 8, 2004 Share Posted February 8, 2004 Can you make it ONLY unlock by key (Unpickable) :huh: Link to comment Share on other sites More sharing options...
gdude Posted February 9, 2004 Share Posted February 9, 2004 You could have a script that would only allow you to open the door with a certain key. I'm terrible at scripting but I'm pretty sure it would be easy to do. Just have the script check if you have the key when you try to open the door. If you don't, a message box could pop up telling you that you need the key to open the door, and if you do have the key the door would open. At least I think that would work.... Link to comment Share on other sites More sharing options...
TheArc Posted February 9, 2004 Author Share Posted February 9, 2004 hmmmmmm, maybe, I'll learn up on my scripting and see if it works Link to comment Share on other sites More sharing options...
Marxist ßastard Posted February 9, 2004 Share Posted February 9, 2004 ...Like so... Begin "#mws_scpt_door_OMFG_LIEK_TEH_DOER_2_OBLEVEON" ; Because I can, damnit! short Opensesame If ( Opensesame == 1 ) ReturnElseIf ( OnActivate == 1 ) If ( Player->GetItemGount XXX > 0 ) Set Opensesame to 1 Activate Else MessageBox "YYY" Return EndIfEndIf End ...Where XXX is the ID of the key and YYY is the message you want displayed when the PC attempts to open the object without a key (The MessageBox command and its YYY argument can be removed without any negative consequences -- alternatively, you can replace the line with any command or series of commands you wish to execute). If you want to detect if the PC has used a lockpick on the object, there's a variable or two that you can access for that purpose that's added in the Bloodmoon expansion -- see the script on the desk in a room above the Fort Frostmoth armory for an example of this. Link to comment Share on other sites More sharing options...
Xeniorn Posted February 9, 2004 Share Posted February 9, 2004 Here is am example from Prison Ship Escape mod. begin darken_doorscript if ( OnActivate == 1 )if ( Player->GetItemcount, "_darken_lower_key" == 1 )Activate elseMessageBox "You need the Darkenhold Lower Prision key to open this door"endif endif End Link to comment Share on other sites More sharing options...
Slaiv Posted February 9, 2004 Share Posted February 9, 2004 Couldn't you just make a door with an insanely high lock level using the CS? Link to comment Share on other sites More sharing options...
Marxist ßastard Posted February 9, 2004 Share Posted February 9, 2004 ...Yes, but you can defeat the lock on that door with a pick. Link to comment Share on other sites More sharing options...
Slaiv Posted February 9, 2004 Share Posted February 9, 2004 I see........ Well then just use the above mentioned methods. Except for you have to ad one thing: Make the door trapped, D&D style. That way, if anyone without the key tries to open it, a massive rift opens in front of the door, and sucks the person in. Soon, they are located in a massive pit of fire, doomed to burn undying for all eternity..... :halloween: :halloween: :halloween: MWAHAHAHAHAHAHAH! :halloween: :halloween: :halloween: Sorry, been hittin up on the old brownies again....... :innocent: Link to comment Share on other sites More sharing options...
Serrieth Posted February 10, 2004 Share Posted February 10, 2004 No no people! If you don't want to have a key open a door, just go to Misc items and make an Item that might be what ever you want, then go to the doors properties by double-clicking on the door and say Locked and choose your item or key. You don't have to use a script! Only if its not a Door. Link to comment Share on other sites More sharing options...
TheArc Posted February 22, 2004 Author Share Posted February 22, 2004 thanks alot, i need it for my house mod (with a story/quest :D ) Link to comment Share on other sites More sharing options...
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