Bash door
#1
Posted 31 January 2003 - 10:15 AM
I know you can check a failed picklock or a failed knock spell, but what about bashing a door?
Another question: Is is possible to check if someone only clicks on a door (to open it)? I tried Clicked(O:Object*) but it seems not to work.
#2 -Sim-
Posted 31 January 2003 - 10:47 AM
#3
Posted 01 February 2003 - 03:43 AM
OR(9) SpellCastOnMe([ANYONE],WIZARD_KNOCK) PickLockFailed([ANYONE]) AttackedBy([ANYONE],MELEE) HitBy([ANYONE],CRUSHING) HitBy([ANYONE],PIERCING) HitBy([ANYONE],SLASHING) Entered([ANYONE]) InteractingWith([ANYONE]) Clicked([ANYONE])
... but only SpellCastOnMe and PickLockFailed are working.
#4
Posted 01 February 2003 - 06:49 AM
I'm not sure if this helps because I have no idea what you plan for the door, but it's an idea.
#5
Posted 01 February 2003 - 10:33 AM
But thanks for your idea .
#6
Posted 02 February 2003 - 10:48 AM
The only thing that works with doors is 'LastTrigger' but the only thing that triggers a closed door is a failed picklock.
Another question: Has anyone tried to assign a dialogue to a door. You can do it with NI (dialogue and name) but looking at the area in a saved game dialogue and name are gone and the fields are empty.
#7 -Vlad-
Posted 11 February 2003 - 02:23 PM
#8
Posted 11 February 2003 - 09:45 PM
Wait... I can still do what Vlad suggests with the existing door. I could remove the closed door polygons and replace them with an info trigger with the door cursor. Then could run a Clicked([ANYONE]) script and do an item check. Then the script can unlock and open the door... no problems there. The problem is that it wont have a door outline:(
Cuv
#9 -Vlad-
Posted 21 February 2003 - 11:33 AM
#10
Posted 21 February 2003 - 01:36 PM
Maybe you know another way around this problem: I've found it rather easy to create closed door bitmaps and make doors, but removing them from an area with multiple doors is causing me problems, graphical errors and crashes. Let's take the culprit itself: AR1202 (Firkraag dungeon). This area has 49 doors and 698 walls. Where ever I remove a door (important because the interior of the dungeon has changed due to an earthquake), a graphical error appears on another door that must be kept as a passage. Solution: set that door as open and remove the open door sector so it cannot be closed. But the problem is that I cannot remove or disable the open door polygons that act as walls with these doors in IETME or manually with NI without it either crashing or NI telling me that it is no longer a WED file.
I've successfully added two new doors to this area without problems, but cannot remove any more without the area crashing the game. My main concern is the open door wall-acting polygons... they hide player spell animations. This is particularly annoying with the cloak of mirroring as you can plainly see all these invisible non-existant doors. I've tried setting the flags on these polygons to disable them with no luck. Any ideas?
Cuv
#11 -Vlad-
Posted 21 February 2003 - 06:25 PM
#12
Posted 22 February 2003 - 03:32 PM
#13 -Vlad-
Posted 22 February 2003 - 06:33 PM
1. As you indicated above, there are probably connections between wall polygons and closed door overlays, but do not rush to delete walls meanwhile. First, check the following issues:
2. Did you define the same name of your area in the corresponding .WED and .TIS files. The .WED file contains reference to .TIS.
3. Creatures. I have found that in most cases, some custom creatures causes the game crash.
4. Wrongly defined triggers. Another possible source of crashing game.
5. Items.
6. Ambients.
7. Animations.
I understand that probably all these issues are not relevant for you, but who knows. I would delete everything in the area, resave and reload this area. If the game still crashes, the problem is in .WED file, not in .ARE. To effectively solve the problem with .WED file, I would recreate it from scratch. You may export .bmp of this area with Infinity Explorer Beta, and then to start this area from scratch with IETME. Download .bmp, and go to create new area. Download your new (previous) area over this .bmp, and delete all overlays if they still exist. Resave, and rebuild .TIS. Then try to load this new area again. It should work.
#14
Posted 23 February 2003 - 01:52 PM
I have my own renders of this area... and that is what I have been doing, rebuilding from scratch. The daunting part is the 21 necessary doors that I must readd... and the 698 walls that must be redrawn. I've got 11 of the doors readded now... and about 40 walls, but its slow going. Ah well, what I will probably do is go with a minimum of walls... only the most necessary ones. In some cases the search map can be adjusted to lessen the need for some walls and also impassibles in the doors I will add.
Cuv
New render of dungeon
#15 -Vlad-
Posted 23 February 2003 - 06:29 PM
http://www.vladp.net/TTch2v1/scr4.jpg
It is a tileset of Bate's House from Arcanum , which I have overlayed over one of the areas of BG1 with a sea shore. I have made walls very fast. Just to draw them by hand in IETME. The castle is very big, and it took about 2 hours to finish all walls. Basically, you do not need to draw each wall separately. Draw some big polygons where should be shadows, and you are set. But there is another approach: to re-open the existing (with walls) area over your .bmp image in IETME. In this case, upon saving two files will be created from scratch .WED and .TIS, which will include your area+ walls.
#16 -Vlad-
Posted 23 February 2003 - 06:38 PM
#17
Posted 24 February 2003 - 01:05 PM
Looks good. Looking forward to your mod too. I also do the search maps in Photoshop... IETME also doesnt save the lighting maps very well either... so I do those too by hand.
Cuv
#18 -Vlad-
Posted 24 February 2003 - 03:22 PM
Looking forward to your mod too.
Forward --> http://www.vladp.net/
and/or
http://torturedsouls.teambg.net/
#19 -Guest-
Posted 23 April 2003 - 01:59 PM
It isn't a graphical tool, you need to calculate the vertices yourself.
But it is possible, i've already modified partially screwed door trigger areas created by ietme.