"Disabled" door gets opened by any key. - by R Soul
R Soul on 2/11/2015 at 15:14
I have a door that's not a door. It's not ajar either. I didn't want the player to be able to enter a room until they'd got a specific object, so I made a new metaprop containing Scripts: TrigWorldFrob, Don't Inherit: True.
It's CD linked to a VOTrap so when frobbed, Garrett says "I shouldn't go in here without...". Once the player has the object, that metaprop is removed, so the door becomes a door again.
Unfortunately it's possible to open the door by using any key on it. A key is needed for the previous door so some players will use it on the next one too. I think for most players it's not a problem because the objectives have 'get the object' before 'go to that room', but the whole point of the VO was to prevent these things being done in the wrong order. :rolleyes:
I'm usually fairly relaxed about the order of objectives but sometimes exceptions have to be made.
I can think of an alternative (an invisble wall that gets removed), but I'd be interested in knowing why a key can open a door that in theory doesn't have the door script.
LarryG on 2/11/2015 at 16:35
I don't think you should remove the door script to make the door not act like a door. I suspect that the Door > Rotating property is enough to allow the door to open/close, but the stddoor script is needed to handle (ahem) the locking / unlocking and related joint actions. Maybe you could try a metaprop with both the Door > Rotating property and the stddoor script which only gets added to the temporarily non-door after the goal object is picked up. Or you could lock the door and make the goal object into a special key. The voiceover could be triggered by the Locked message which gets received whenever no key or a wrong key is attempted to open the door.
R Soul on 2/11/2015 at 17:52
I tried locking the door and the result was unexpected. It could no longer be opened prematurely, but it couldn't be unlocked afterwards. Suddenly Dromed has started picking on me, but I'm not having any of it. I made an invisible wall further away from the door. Getting the object deletes the wall and collision triggers the VO.
Usually an object without a script is nothing, but there must be something about the Door properties that go beyond scripts. Maybe it's the engine itself that handles doors and the script is used to set the conditions under which they open. Or something.
john9818a on 3/11/2015 at 02:45
I vaguely remember from many years ago someone said that the doors become buggy when door properties and/or scripts are removed and then added again, and was suggested to simply delete the door and recreate it. I think that was with dromed 1. I'm wondering if there is still a problem with removing scripts and adding them again.
When you can open your door with any key can you also open it when any object is selected in your inventory? By open do you simply mean open or do you mean unlock and open?
IMO the way Thief controls the doors in the door properties and the addition of the StdDoor script go hand in hand. Without the script the door controlling is broken and no qualifiers can be accessed... i.e. right key or wrong key or no key at all.
hopper on 9/11/2015 at 16:23
Quote Posted by R Soul
Unfortunately it's possible to open the door by using
any key on it.
Is this deliberate, or is it a side effect of something else? I don't see why you couldn't leave the key to this door to be found near the needed object, and simply let the door be a normal, locked door?