Dale_ on 30/6/2014 at 04:13
I have another bunch of beginner's questions, my search didn't yield any results and I'm sure it's there somewhere in one of these manuals but I just don't know where to look for it. Maybe you can point me in the right direction :)
1) How do you make a door (or an openable window) open at the start of the game? The properties under door>rotating give this option but on its own it doesn't seem to have the desired effect (not to mention the door sometimes decides to fly off). I think I need to add something else to make it work (like tweq)?
2) I'm trying to make the following situation work: There's an AI in the room and he's facing the window. When I enter the room (roombrush), I want the AI to turn around (Like he has a feeling something's behind him). So far I've set this up with a roombrush using TrigRoomPlayer but I don't know where to take it from there.
I appreciate your help!
fibanocci on 30/6/2014 at 06:48
1. There's a NV-script "NVDoorStartsOpen" for this
2. A conversation to control the AI's direction
R Soul on 30/6/2014 at 14:28
Quote Posted by fibanocci
1. There's a NV-script "NVDoorStartsOpen" for this
I tried that script once but it didn't seem to work consistently. I prefer to use the property Difficulty > Close(Open) Door and make no selections. It will be open except for the difficulty settings you select.
Yandros on 30/6/2014 at 16:43
I still often just link a lever to the door, but have gotten in the habit of using Difficulty > Close(Open) Door as well.
Xorak on 30/6/2014 at 23:54
That seems like a neat trick. I'm going to try it out. My method was to rotate the door so it starts pointed open, and then adjust the clockwise, and closed and open angles so a frob will close it.
Yandros on 1/7/2014 at 05:05
One problem with that approach is that there will not be a portal (black rectangle) when it's closed, and that's what blocks AI vision if I'm not mistaken.
Dale_ on 1/7/2014 at 08:07
Great ideas, thanks! the NVscript didn't seem to work for me, either, not sure if I was doing it correctly. In the end I went for a relaytrap (with Trap Control Flag: Once, NoOff), which is triggered by the starting room brush. That seemed to work. I suppose the difficulty thing would be even better since I could save on an object.
The AI conversation thing worked like a charm!
Xorak on 1/7/2014 at 21:20
Quote Posted by Yandros
One problem with that approach is that there will not be a portal (black rectangle) when it's closed, and that's what blocks AI vision if I'm not mistaken.
Could be right, it's certainly a more brute-force method than an elegant one.
john9818a on 14/7/2014 at 04:47
The black rectangle is still placed and AFAIK the portal is still created but in open space.
Yandros on 14/7/2014 at 12:03
Well yes, it's still created but not in the doorframe, which was my point. So the player closes the door but there's no portal (black rectangle) and so AI can see him through the door. Although I may be wrong about AI vision and portals, since there is also a "Blocks AI Vision" property as well.