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Creating a Hidden Trap Door Intended Audience: SummaryBe sure to also check out the Hidden Wall Door tutorial that uses a new upright door item!
Importing the Hidden Trap Door Into the Toolset
Using the Hidden Trap Door In Your ModuleThe use of the hidden trap door is based on three things:
9. Open your module in the Toolset. 10. On the placable's pallet select custom and locate the Hidden Trap Door Trigger. 11. Select it, and paint this object onto your map.
15. Now select the Will Save field, which is used to control the DC of finding this door. Set this value to what you wish. In my example, I am going to make it a moderately difficult door to find and set it to a 20. An easy door to find is a DC 15 and a very hard door is a DC 30. An untrained check is based on a D20 roll so anything over 20 will be VERY hard to find. It should be noted that the way this door is written it will be doing a check every heartbeat on the trigger (approximately every 2 seconds) so a player standing around may find it possible with sufficient time. 16. Select OK to close the properties dialog . 17. From the Waypoints pallet select a generic Waypoint and place it where the hidden door trigger is. This is not needed for functionality but it lets you find it again easier. This is because the trigger is based off an invisible object and therefore does not display in the toolset unless it is selected.
20. Select the Tag field and enter DST_ and the tag from your hidden door trigger as you entered it in Step 13. In my example, I will enter DST_Basement. Note: this is case sensitive. 21.Select OK to close this dialog. 22. Now save and load your module. 23. Load your friendly neighborhood Rogue and go stand near your hidden door. When it is found it will fade in and you will be able to open it. It will now act as a regular door. Viewing the Code
Script Updates - added in version 1.3
Comments from Robert B. about the Hidden Door"The development of this pair of placables was not too hard. I started with a standard trigger that created an object. This approach worked, but I had two difficulties. The first difficulty was the trapdoor would appear where ever the start of the trigger was placed, and second difficulty is that you had to enter the trigger to detect the door. This prevented the casual discovery of the secret door as it only checked the trigger the first time upon entering and would never check again. The next idea was to use the invisible object to check on a heartbeat if a PC was close to the object and then do the skill check to see if the PC finds the door. Once I had the door being created, I played around with the code moving to a waypoint. At first I was planning on having each secret door have a custom script to move the PC to a waypoint, but then decided that it could be done with a generic script. "
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