|
Re: Lock and key for doors? [message #25101 is a reply to message #25100] |
Sun, 26 August 2007 18:39 |
|
check the door in hobbe cave going to the moonlit tunnel, it needs that hexagon key for that hobbe cave quest
"All of the work, and none of the play, will surely provide for a speedy decay"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: Lock and key for doors? [message #25725 is a reply to message #25100] |
Sun, 02 September 2007 18:58 |
|
Sean_s
Messages: 576 Registered: June 2007 Location: Ohio
|
|
|
|
I recently went and tested this out, so I can get a feel of how it's done. I made a new bronze gate (copied except with a CChestDef) and made a CChestDef for the door making it so it requires 2 dragon scales (for those who don't know, it's an unused trophy) and made a chest contain two of them. For some reason it didn't lock, so now I'm trying to find out how to make it work.
New? Or looking for information? Look here before posting.
Help the community by adding this to your sig!
Assistant for Conquest
By the way, call me Searyan
[Updated on: Sun, 02 September 2007 19:08] Report message to a moderator
|
|
|
|
Re: Lock and key for doors? [message #25728 is a reply to message #25100] |
Sun, 02 September 2007 19:34 |
|
Sean_s
Messages: 576 Registered: June 2007 Location: Ohio
|
|
|
|
I'm messing around with it, it's locked right now, but I can't unlock it. It might be the nature of the object being used to unlock it. I'll try something else.
I hope someone can help me out, because this is kind of important.
New? Or looking for information? Look here before posting.
Help the community by adding this to your sig!
Assistant for Conquest
By the way, call me Searyan
[Updated on: Sun, 02 September 2007 19:57] Report message to a moderator
|
|
|
|
|
|
|
Re: Lock and key for doors? [message #55982 is a reply to message #25100] |
Fri, 29 January 2010 08:34 |
Torionel
Messages: 71 Registered: March 2009
|
|
|
|
Yes, it's possible to make lockable door.
You must open FinalAlbion.QST with notepad and set
"AddQuest("Q_PrisonEscapeRescueMother",FALSE);"
value from FALSE to TRUE.
Next you need spawn OBJECT_PRISON_CELL_DOOR_BARS_01 and set these values in it's script:
ScriptName CellDoorHero
CreateTC CTCActionUseScriptedHook
Targetable
CTCUsableScriptedHook: Usable
It 100% work. You don't need write Q_PrisonEscapeRescurMother Section in tng.
For open this door you'll need OBJECT_PRISON_CELL_KEY (i think you might change item for open anywhere in script.bin or just change model and description).
[Updated on: Fri, 29 January 2010 08:39] Report message to a moderator
|
|
|
Re: Lock and key for doors? [message #55983 is a reply to message #55982] |
Fri, 29 January 2010 09:17 |
|
JohnDoe
Messages: 3007 Registered: October 2007
|
Retired
|
|
|
I remember this thread, it was one of the first things I noticed when I joined this site, over two years ago.
What you're talking about is quest-dependent, what's needed is stand-alone.
I've tossed about a few ideas, but none of them bore fruit.
One idea, mentioned here, is to use the CChestDef and related CTC to give the door a lock, but that doesn't work.
Another idea was to make an actual chest and use clever modeling and positioning to turn the chest into a door, such that when the chest opens, it's actually the door that opens, and because it would be a chest, it could use the CChestDef for the lock. But this was useless because open or closed, chests use the same collision mesh, so even if it looked open, it'd still be closed.
Other things I've played around with was using cutscenes to open and close doors, large doors, and that sort of acts as a lock as you would need to trigger a cutscene to open it, but that's a big hassle.
|
|
|