SoU and old modules; Secret doors
Moderator: Event DM
-
- Master Sage
- Posts: 5178
- Joined: Thu Oct 24, 2002 7:35 pm
- Location: Germany (+1 GMT)
- Contact:
SoU and old modules; Secret doors
I was trying to take up work on my latest addition to housing, and allmost imediately upon the first test two things became aparent:
The upgrade of my client to SoU screwed over a lot of previous scripts:
Secret doors: The script needed to make them work had vanished. Neither was it present anymore in the "official" House of Doors module.
My NPC's were deluging me with scripting errors.
(Slicerdicer can veryfy this, he was present as well).
Anybody else observed this, and can offer help here on how to make my secret doors work again and stop my NPC's from flooding server in error messages?
Edit in:
when looking at the problem in the toolset, I get a nw_o2_dtwalldoor resource not found error. Seems that one has gotten removed from the resource pool of NWN
edit2:
they completely changed the way secret doors are done. Unfortunately, they forgot to describe how it works somewhere.
The upgrade of my client to SoU screwed over a lot of previous scripts:
Secret doors: The script needed to make them work had vanished. Neither was it present anymore in the "official" House of Doors module.
My NPC's were deluging me with scripting errors.
(Slicerdicer can veryfy this, he was present as well).
Anybody else observed this, and can offer help here on how to make my secret doors work again and stop my NPC's from flooding server in error messages?
Edit in:
when looking at the problem in the toolset, I get a nw_o2_dtwalldoor resource not found error. Seems that one has gotten removed from the resource pool of NWN
edit2:
they completely changed the way secret doors are done. Unfortunately, they forgot to describe how it works somewhere.
Last edited by Starslayer_D on Wed Aug 27, 2003 7:56 am, edited 1 time in total.
Re: SoU and old modules
i haven't had a look myself and can only offer general advise.Starslayer_D wrote:Edit in:
when looking at the problem in the toolset, I get a nw_o2_dtwalldoor resource not found error. Seems that one has gotten removed from the resource pool of NWN
edit2:
they completely changed the way secret doors are done. Unfortunately, they forgot to describe how it works somewhere.
Maybe nw_o2_dtwalldoor got renamed to something else?
Have a look at the XP1 SP game and see how they did secret doors in there. There's a secret door in the elf tomb in chapter one.
Never argue with an idiot, they'll drag you down to their level and beat you with experience

This statement is false

This statement is false
-
- Master Sage
- Posts: 5178
- Joined: Thu Oct 24, 2002 7:35 pm
- Location: Germany (+1 GMT)
- Contact:
- Lord Deathwalker
- Knight of Useless Drivel
- Posts: 67
- Joined: Fri Feb 28, 2003 4:16 am
- Location: London Ontario Canada
-
- Master Sage
- Posts: 5178
- Joined: Thu Oct 24, 2002 7:35 pm
- Location: Germany (+1 GMT)
- Contact:
- Aloro
- Team Member; Retired with Honors
- Posts: 12805
- Joined: Sat Dec 28, 2002 5:11 am
- Location: Rainbow's End
- Contact:
OK, the new secret doors are very cool. Here's a tutorial:
1) Lay down the trigger. This represents the area within which characters have a chance of discovering the door. For this example, let's use Triggers->Secret Object Trigger->Secret Walldoor Stone. Give the trigger a unique Tag. For this example, let's call it "MySecretDoor".
2) Lay down a waypoint where you want the secret door to appear. Give the waypoint the Tag "LOC_MySecretDoor". That's LOC_ + Tag of trigger.
3) Lay down a waypoint where you want the secret door to lead. Give the waypoint the Tag "DST_MySecretDoor". That's DST_ + Tag of trigger.
4) There is no step 4, you're done.
Say you just want to put a door in a wall, and not hide it. Go to Placeable Objects->Secret Object->Secret Door and put the door against a wall. Then make one waypoint with the Tag DST_ + Tag of the door (there is no trigger, in this case). That's it - now the door (always there) leads to the waypoint.
You can read up on this in the script called "x0_i0_secret".
- Aloro
1) Lay down the trigger. This represents the area within which characters have a chance of discovering the door. For this example, let's use Triggers->Secret Object Trigger->Secret Walldoor Stone. Give the trigger a unique Tag. For this example, let's call it "MySecretDoor".
2) Lay down a waypoint where you want the secret door to appear. Give the waypoint the Tag "LOC_MySecretDoor". That's LOC_ + Tag of trigger.
3) Lay down a waypoint where you want the secret door to lead. Give the waypoint the Tag "DST_MySecretDoor". That's DST_ + Tag of trigger.
4) There is no step 4, you're done.
Say you just want to put a door in a wall, and not hide it. Go to Placeable Objects->Secret Object->Secret Door and put the door against a wall. Then make one waypoint with the Tag DST_ + Tag of the door (there is no trigger, in this case). That's it - now the door (always there) leads to the waypoint.
You can read up on this in the script called "x0_i0_secret".
- Aloro
Aleksandr Solzhenitsyn wrote:The meaning of earthly existence lies, not as we have grown used to thinking, in prosperity, but in the development of the soul.
- Mistcaller
- Team Member; Retired with Honors
- Posts: 5477
- Joined: Sun Feb 09, 2003 3:42 pm
- Location: Athens, Greece (GMT +2)
I got the same problem, but when I opened the script "nw_o2_dttrapdoor" (which is used for trapdoors) I noticed that it can be used for doors too. So I changed the point where it refers to the trapdoor blueprint resref ("NW_PL_HIDDENDR03") with the walldoor blueprint resref: "NW_PL_HIDDENDR01" and saved it as "my_dtwalldoor2" . I used it on the heartbeat of the hidden wall door trigger and it works!Starslayer_D wrote:when looking at the problem in the toolset, I get a nw_o2_dtwalldoor resource not found error. Seems that one has gotten removed from the resource pool of NWN
So you just put the trigger and only that (from the placeables) with the new OnHeartbeat script and a destination waypoint as the comments suggest. Then the door appears exactly on the trigger with the same orientation. I havent used the "LOC_*" waypoint yet...but I trust Aloro...

Last edited by Mistcaller on Wed Aug 27, 2003 9:53 pm, edited 1 time in total.
- Aloro
- Team Member; Retired with Honors
- Posts: 12805
- Joined: Sat Dec 28, 2002 5:11 am
- Location: Rainbow's End
- Contact:
The new secret doors don't rely on heartbeats - just the OnEnter of a trigger or the OnUsed of a placeable door or trapdoor. They're much nicer. 
- Aloro

- Aloro
Aleksandr Solzhenitsyn wrote:The meaning of earthly existence lies, not as we have grown used to thinking, in prosperity, but in the development of the soul.
- Mistcaller
- Team Member; Retired with Honors
- Posts: 5477
- Joined: Sun Feb 09, 2003 3:42 pm
- Location: Athens, Greece (GMT +2)
- Scurvy_Platypus
- Scholar
- Posts: 1211
- Joined: Mon Feb 17, 2003 12:12 am
- Location: Princeton, NJ. USA (GMT -5)
No clue if this is of use to anyone, but here's a fix of some sort. Not a code monky so YMMV
http://nwvault.ign.com/Files/scripts/da ... 4810.shtml
http://nwvault.ign.com/Files/scripts/da ... 4810.shtml