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Re: Lock and key for doors? [message #55983 is a reply to message #55982] Fri, 29 January 2010 09:17 Go to previous message
JohnDoe is currently offline  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.
 
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