Niborius on 16/8/2016 at 17:21
I'm trying to create a situation where a player enters a room, then the doors behind him close and become locked. I've tried to do this with the lock link but it doesn't appear to work for me. Any hints?
R Soul on 16/8/2016 at 17:42
Load the miss7 osm file (the same way you load convict and gen)
There are two scripts you can use: DoorTranslator and TrapDoorLock. Description here: (
http://www.thiefmissions.com/telliamed/scripts2.html#doortranslator)
You can have a look in the bank mission (miss7.mis). Find object #181, a camera. Cameras send TurnOn when alerted, and TurnOff when they revert to their normal state. Ignore the TraverseObjs script on the camera, and follow the links to several RelayTraps. This particular camera locks the nearby double doors, turns on a light and opens the single door.
Daraan on 16/8/2016 at 17:46
Shoudn't this script do it:
Lock
gen.osm 1/G/2
Toggles the Engine Features\Locked property. TurnOn or Lock turns it on. TurnOff or Unlock turns it of.
R Soul on 16/8/2016 at 17:51
Yes, but doors respond to TurnOn by opening, so in this case the door would open and lock. TurnOff would close the door but would also unlock it.
Yandros on 16/8/2016 at 17:55
It might also be easier to trigger with a BoundsTrigger than a roombrush.
Niborius on 16/8/2016 at 20:17
Quote Posted by R Soul
Load the miss7 osm file (the same way you load convict and gen)
There are two scripts you can use: DoorTranslator and TrapDoorLock. Description here: (
http://www.thiefmissions.com/telliamed/scripts2.html#doortranslator)
You can have a look in the bank mission (miss7.mis). Find object #181, a camera. Cameras send TurnOn when alerted, and TurnOff when they revert to their normal state. Ignore the TraverseObjs script on the camera, and follow the links to several RelayTraps. This particular camera locks the nearby double doors, turns on a light and opens the single door.
This worked perfectly. Thank you!
@Yandros: Is a BoundsTrigger a marker which once the player touches it, the script gets activated? That may indeed prove to be more useful and easier.
Edit: Just tried to do it with a BoundsTrigger. Works just as expected. Thanks!
Yandros on 16/8/2016 at 21:12
You'll want to add a RelayTrap between the BoundsTrigger and the other fnords and set Script > Trap Control Flags on it to Once, NoOff or else the door will unlock and open when they leave the bounds trigger. I use these so often I create an archetype for them (although I use NVRelayTrap instead of the original).
Niborius on 17/8/2016 at 06:28
Quote Posted by Yandros
You'll want to add a RelayTrap between the BoundsTrigger and the other fnords and set
Script > Trap Control Flags on it to
Once, NoOff or else the door will unlock and open when they leave the bounds trigger. I use these so often I create an archetype for them (although I use NVRelayTrap instead of the original).
Yes I already did that, I also added a DestroyTrap although I'm not sure if it's necessary since I have the Once flag enabled.
Zontik on 17/8/2016 at 08:07
You can trust "Once" flag.
Steele on 18/8/2016 at 00:51
Quote Posted by R Soul
Yes, but doors respond to TurnOn by opening, so in this case the door would open and lock. TurnOff would close the door but would also unlock it.
Couldn't you just trick the system by having the door already in the open position, and tell the game that it's "open" position is where you actually want it to end up when closed? Or would AI be able to see/walk through it since it's considered "open"?