Seamhainn Posted February 6, 2008 Share Posted February 6, 2008 Hello! I want the exit door of the deleted Black Vulkar Base to be locked and that it can only be opened with the key card - no problem there. But one thing that annoys me that if the pc clicks on the door and under line "Locked" there are still the three boxes (open by force, open with pick lock, and the third possibility I forgot). How can I make those boxes disappeare? I set the door to neutral already but that isn't the trick, unfortunately. Also there is a script possibility for OnFailToOpen. That script (I guess) usually fires a one-liner (BarkString I assume). There is an appropiate entry in dialog.tlk which I could use. As the sucker with scripts that I am, how must a script look like to accomplish that that one-liner is "barked"? Thanks and take care Link to comment Share on other sites More sharing options...
DarthStoney Posted February 6, 2008 Share Posted February 6, 2008 If I remember correctly put a check in Plot Item in the .utc and it will remove the other options to open door. Don't know on the script. Link to comment Share on other sites More sharing options...
Seamhainn Posted February 6, 2008 Author Share Posted February 6, 2008 If I remember correctly put a check in Plot Item in the .utc and it will remove the other options to open door. Don't know on the script. Sorry, STONEY, but that doesn't do the trick :-( . Link to comment Share on other sites More sharing options...
DarthStoney Posted February 6, 2008 Share Posted February 6, 2008 Oh well ,it works in TSL ,try looking at the settings for ptar_secdoor001.utd in tar_M10ac_s.rim. Link to comment Share on other sites More sharing options...
Seamhainn Posted February 6, 2008 Author Share Posted February 6, 2008 Oh well ,it works in TSL ,try looking at the settings for ptar_secdoor001.utd in tar_M10ac_s.rim. I use the exact same settings as the door you mentioned :-( ! The only difference is that I don't have an entry in the OnFailToOpen field. Link to comment Share on other sites More sharing options...
Seamhainn Posted February 7, 2008 Author Share Posted February 7, 2008 Any takers, please? Seamhainn, this is a 'bump' they are not allowed here, your second one today I might add. If you presist in ignoring our posted Forum Rules we will have to step this up to formal warnings. I don't want to see this happen but you are leaving us no choice. -RH Link to comment Share on other sites More sharing options...
stoffe Posted February 8, 2008 Share Posted February 8, 2008 But one thing that annoys me that if the pc clicks on the door and under line "Locked" there are still the three boxes (open by force, open with pick lock, and the third possibility I forgot). How can I make those boxes disappeare? I set the door to neutral already but that isn't the trick, unfortunately. If you check the "Key required to lock or unlock" option and leave the Key Tag field blank the door should be locked and impossible to open manually by the player. If this is for K2:TSL there is a "Not blastable" option as well that toggles if you can force the door open with a lightsaber. Link to comment Share on other sites More sharing options...
Seamhainn Posted February 8, 2008 Author Share Posted February 8, 2008 If you check the "Key required to lock or unlock" option and leave the Key Tag field blank the door should be locked and impossible to open manually by the player. If this is for K2:TSL there is a "Not blastable" option as well that toggles if you can force the door open with a lightsaber. ARGH! Don't say that, please. One door should be opened with a key :-( . I guess I have to write a sript for it now, right? Is there a script which checks if a certain item is in the inventory of the pc, and then opens the door? Thanks and take care Link to comment Share on other sites More sharing options...
Stream Posted February 8, 2008 Share Posted February 8, 2008 All you have to do is write the tag of the key in the key tag field and if the player has it then the door will open. If however you really want to use a script then this one should do it although I'm not sure as to where you'd attach it to, I suppose the OnClick. void main() { object oDoor = GetObjectByTag("DOOR_TAG"); object oPC = GetFirstPC(); object oKey = GetItemPossessedBy(oPC, "KEY_TAG"); if ((GetIsObjectValid(oKey) == TRUE)) { SetLocked(oDoor,FALSE); ActionOpenDoor(oDoor); } } -Stream Link to comment Share on other sites More sharing options...
Seamhainn Posted February 9, 2008 Author Share Posted February 9, 2008 If you check the "Key required to lock or unlock" option and leave the Key Tag field blank the door should be locked and impossible to open manually by the player. Unfortunately that does not work for me :-( . Though it is always possible that I am making a mistake, but I don't think so. My breakdown is getting closer... Link to comment Share on other sites More sharing options...
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