slavatrumpevitch on 12/12/2015 at 04:36
I'm trying to make a secret door that is opened by a combination. I've managed to get the buttons working with the odometer, but as soon as I enter game mode, the secret door opens up.
If I sever the link between the QuestVarTrigger and the secret door, it doesn't open, so it seems that the problem is that the QuestVarTrigger always thinks the code is correct. Any ideas?
I was using this tutorial:
(
http://southquarter.com/dromed/?p=249)
Yandros on 12/12/2015 at 04:53
Open up Editors > Mission Quest Data and change the value in there to something other than the correct combo, like 0.
slavatrumpevitch on 12/12/2015 at 05:31
Thanks for the quick reply! Unfortunately, the value there is already set to zero. Must be something else...
LarryG on 12/12/2015 at 07:26
What's your Trap>Quest Var property set to?
Please completely describe your setup if you want more help. Otherwise it's a black box problem. If you don't describe all the details, all we can do is guess.
slavatrumpevitch on 12/12/2015 at 07:55
Yea, I realize I didn't provide much intel to go on---I was hoping this was a very common problem that wouldn't need much explanation.
I've got a statue as a secret door, which I've given translating door properties.
That statue is linked (control device) to a QuestVarTrigger, with Quest Var set to "door_combo:1234 (yes, with the open quote)
Then I have an odometer with Quest Var set to door_combo, as well as a number of elevator buttons with each Trap>Quest Var set to door_combo. Additionally, I gave each elevator button shape TxtRepl r0: button<X>, where <X> is a different digit for each button.
Am I missing something? Is there more info required?
Yandros on 12/12/2015 at 13:51
The CD link between the statue and the QVTrigger is backwards, for one thing. It goes from the trigger to the statue/door.
Also, does the odometer show 0000 when you enter game mode? It should if that's what is assigned to door_combo in the quest data.
slavatrumpevitch on 12/12/2015 at 15:22
Sorry for being unclear---i do indeed have the trigger linked to the statue; not the other way around as my prior post suggested.
Yes, the odometer reads 0000 when I enter game mode. Also, sometimes the buttons can affect the odometer, and sometimes they can't. I can't figure out any rhyme or reason to it.
Dev_Anj on 12/12/2015 at 15:26
The script which affects combination locks depends on the keys having numbered textures ala the buttons in Shipping and Receiving. Are you sure they are the right textures or have the right names?
slavatrumpevitch on 12/12/2015 at 18:11
That might be the issue- I'm at work now so I can't check.
I did it without changing the textures, since I didn't want the buttons to have visible numbers on them.
Is there a more general to accomplish this? I don't want to change the texture of the objects.
I just want to have a sequence of button presses open a door. From a gameplay perspective, the buttons are not numbered (but I gather numbering might be necessary from an implementation standpoint). Is there a way to circumvent the odometer entirely?
R Soul on 12/12/2015 at 18:51
Quote Posted by slavatrumpevitch
"door_combo:1234
This should be "1234:door_combo
" means 'ends with'