Axebeard on 23/8/2016 at 01:57
Quick question (hopefully): I have a locked gate that it's possible to get past without the key with some creative climbing. Right now I have a lockbox on each side of the gate, but it requires you to use the key on both lockboxes to open it. I want to make one side pickable, and one side require the key... how could I do that?
Follow up question:
How do the thing where you place an object on a statue (for example), and the object appears ON the statue and then it opens as a door. I get how to make an object a door and a key and all, it's the "attach object to door" thing I don't get.
Tannar on 23/8/2016 at 05:48
I moved this from the What Are You Working on Now thread. That thread isn't the place to ask these kinds of questions. Better to find an existing thread about the same issue and ask there, or if you can't find an appropriate thread, just start a new one.
Axebeard on 23/8/2016 at 06:17
Sorry!
LarryG on 23/8/2016 at 06:18
1) only put Dark GameSys>Pick Config on the lockbox you want pickable and only put Engtine Features>KeyDst on the one you want the key to work on.
2) if you don't care about synchonizing the lockboxes, then just put TrigUnlock on both of them and CD link them to the door. If you unlock either the door will open, but the other lockbox will remain locked. If you want them to synchronize, that's a little harder. For that add Lock and NVRelayTrap to the boxes with the design note NVRelayTrapOn="NowLocked";NVRelayTrapOff="NowUnlocked"; NVRelayTrapTDest="&ScriptParams". Then link the boxes with a ScriptParams link each way.
For your other question, find a mission where what you want happens and investigate it.
Axebeard on 23/8/2016 at 07:30
Thanks LarryG, but I'm having some issues.
I set the gate to Locked: True of course, so it can't be frobbed open.
Both lockboxes have the ControlDevice link to the gate.
The key-lockbox opens and closes the gate, but the gate can't be opened again if it's closed by frobbing it. It can be opened using the key on the lockbox still though.
The lockpick-lockbox does not open the gate.
nightshifter on 23/8/2016 at 08:24
if you use lockboxes the way to go is to have a Lock link from the gate to the lockbox.
the gate shouldn't be locked because the lockbox/lock link will lock the gate
Axebeard on 23/8/2016 at 08:39
That gives me the same problem where the door won't frob-open again after it's been key-unlocked at the lock box and then frob-closed.
nightshifter on 23/8/2016 at 09:25
here is a link to a cow file I set up with a gate and two lockboxes
it uses the scriptsetup LarryG suggested and now the door is still frobable after unlocking
(
https://dl.dropboxusercontent.com/u/8443560/lockboxes.cow) https://dl.dropboxusercontent.com/u/8443560/lockboxes.cow
!@LarryG: thanks, that was exactly was I was looking for:thumb:
LarryG on 23/8/2016 at 14:36
Quote Posted by Axebeard
The key-lockbox opens and closes the gate, but the gate can't be opened again if it's closed by frobbing it. It can be opened using the key on the lockbox still though.
Don't leave your gate frobable. (Engine Features>Frobinfo:{[None], [None], [None]}) If you are using lockboxes, it opens automagically when one of them is unlocked.
nightshifter on 23/8/2016 at 16:14
Actually, in the setup i made (with your help:thumb:) the door is working as a normal door once you unlock it, wether using the lockpick or the key.