Jump to content


Photo

Bash door


  • Please log in to reply
18 replies to this topic

#1 Dyara

Dyara
  • Member
  • 262 posts

Posted 31 January 2003 - 10:15 AM

Is it possible to check (inside a door script) if someone (unsuccessful) tries to bash a door? Itīs allways unsuccessful because my door is locked.

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-

-Sim-
  • Guest

Posted 31 January 2003 - 10:47 AM

Any idea if the HitBy trigger works for doors? If it does, you might be able check it along with the Unlocked(O:Object*)... although I don't know if that will work.

#3 Dyara

Dyara
  • Member
  • 262 posts

Posted 01 February 2003 - 03:43 AM

Hmm, I tried ...

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 Blucher

Blucher
  • Member
  • 97 posts

Posted 01 February 2003 - 06:49 AM

I think you can use an "trigger" over the area where the door is, and replace the normal icon with the door icon (for appearance's sake); then you would be able to use Clicked(). Have the trigger open the door if the person has the key. (You can also set the range of the trigger so that the character has to move close, like a regular door.) The trigger script can check things like the STR of the person Click()ing, display strings, etc.

I'm not sure if this helps because I have no idea what you plan for the door, but it's an idea.

#5 Dyara

Dyara
  • Member
  • 262 posts

Posted 01 February 2003 - 10:33 AM

It would give only a journal entry (Player has to look for a key) and perhaps an NPC comment (Jan: "Go away and let me try..."). A trigger might work but it wouldnīt behave exactly like a door anymore and I donīt think itīs worth the effort.

But thanks for your idea :).

#6 Dyara

Dyara
  • Member
  • 262 posts

Posted 02 February 2003 - 10:48 AM

Iīve looked at 'all' the doors in BG2 and it seems that itīs impossible, iīve tried traps but all the trap scripts in BG2 are triggered by opening the door, not trying to open it. Iīve tried also Trigger(Num) but it doesnīt work either.

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-

-Vlad-
  • Guest

Posted 11 February 2003 - 02:23 PM

First of all, there is an overlay of closed door, which should be activated/deactivated. That is why you may look into 'Activate' function. There is a big problem of those overlays in the whole series, especially when you start to transfer the areas full of doors from one game to another. What I did in SoW and TS, I have just cut and paste the .bmp images of the closed door from the screen shot directly into IETME. Then you make thie trigger around this new overlay, and you are set. You can talk to the door, trap it, open and close etc.

#8 Cuv

Cuv

    Area Maker (retired)

  • Modder
  • 925 posts

Posted 11 February 2003 - 09:45 PM

Interesting idea there Vlad, but I dont think that is possible with the particular area Dyara has in mind... as there are already 49 doors and many overlays. We already use some doors that have no polygons, and are opened and closed only by scripts....[edit]....

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-

-Vlad-
  • Guest

Posted 21 February 2003 - 11:33 AM

It will have the door outline, you can define it yourself in IETME. First, you need to delete the old closed door overlay, and then to create a new one. Point to your custom .bmp and overlay it over the open door background image. This approach is the only one I have applicable to deal with the messed images of closed doors occuring upon transfer areas from one game to another. The only tricky thing here is to fit manually the closed door image to the open door area background inside IETME. You know that the dimensions of any image should be n64xm64. You need to cut manually the closed door image. With Photophop it's easy to do as you can define the dimensions of a grid over your image. But inside IETME, you are stuck with your background. So, it's a game of trials and errors: cut, paste --> do not fit, again cut, paste --> a little bit higher, and so on. Sometimes, I was really lucky and finished the door with the first try, sometimes it took about half an hour to fit the closed door .bmp to the background image. But then, since you have already overlayed the closed door. you can draw outline and anything else with IETME. No problems.

#10 Cuv

Cuv

    Area Maker (retired)

  • Modder
  • 925 posts

Posted 21 February 2003 - 01:36 PM

Making door bitmaps for existing areas isnt a problem for me... like you said, I use Photoshop to create a blank canvas the size of the block. Then I take a screenshot of the grid image in IETME, drag that image onto my blank canvas to align it. Then I take another screenshot of the closed door I want to use, drag it ontop of the grid image, set transparency to Exclusion until I get it exactly over top, switch it back to Normal transparency... then flatten the layers. Bingo, a perfect fitting closed door bitmap every time.

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-

-Vlad-
  • Guest

Posted 21 February 2003 - 06:25 PM

I am familiar with the problem you have described. I got the same crashes when tried to remove some doors in IWD area converting them to BG2. My tries to remove one closed door resulted in messing tiles around, removimg two closed doors progressively increased messed tiles, and at some point the game crashed. I was surprised that removing one closed door overlay sometimes resulted in damaging tiles far away from this door. I couldn't find any solution to this problembut to manually delete ALL doors with IETME from the area, save area without doors, and then to recreate them with new custom closed door overlays, new sectors, outlines, and so on. But then I didn't have any problems. Sounds good? It seems to me that spending your time on evaluating these problems is worth than making all doors from scratch.

#12 Cuv

Cuv

    Area Maker (retired)

  • Modder
  • 925 posts

Posted 22 February 2003 - 03:32 PM

Thanks Vlad... was hoping I wasnt the only one to experience this. Hmm.. I have tried deleting all the doors too, but that caused a crash also. I will keep looking into this problem... I know it isnt just with IETME, but also with NI... so it must be something that both programs are not taking into account with regards to doors. Some door information is contained in the ARE, but most is in the WED. I am just wondering if there is some other aspect to the tileset that we dont know about... or something else in the WED that isnt saving right for some reason... will keep looking and let everyone know if I find anything useful.

#13 -Vlad-

-Vlad-
  • Guest

Posted 22 February 2003 - 06:33 PM

Cuv, sometimes it's not enough to delete all closed door overlays. There might be a few reasons for game crash at this stage:

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 Cuv

Cuv

    Area Maker (retired)

  • Modder
  • 925 posts

Posted 23 February 2003 - 01:52 PM

Yes to all

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-

-Vlad-
  • Guest

Posted 23 February 2003 - 06:29 PM

Cuv, looks good, very good. Did you see my isle?

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-

-Vlad-
  • Guest

Posted 23 February 2003 - 06:38 PM

...and the search map, I always redraw it myself in photoshop because IETME doesn't handle it properly. Just to shrink mini-map, and to brush it with 5-6 basic colours (you know - gray, black, white and so on) to enshure passages and obstacles.

#17 Cuv

Cuv

    Area Maker (retired)

  • Modder
  • 925 posts

Posted 24 February 2003 - 01:05 PM

Thank you:D

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-

-Vlad-
  • Guest

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-

-Guest-
  • Guest

Posted 23 April 2003 - 01:59 PM

I don't know if this helps at all, but using dltcep you can modify existing door trigger areas in the .are file.
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.