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Base Mod Content Thread: Doors

Posted: Sat Jan 14, 2006 6:18 pm
by Wynna
This post will summarize all door suggestions for the NWN2 ALFA Base Mod. General and specific suggestions welcome but please read the summary before suggesting new doors or their specific details.

Thank you.

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Summary

Joe in Spirit's Auto-AT system
Sets of door blueprints (which blueprints to be determined)
Unique naming of doors for easy matching

Posted: Sat Jan 14, 2006 6:20 pm
by Wynna
I use Joe in Spirit's Auto-AT system. It's incredibly simple and very orderly. Simply have a standard pallete of door appearances, each with Joe's scripts in the right script slots. Then, name your door pairs: [Door]_i and [Door]_e and voila, the AT is automatic. Works a treat. There are also room rental and key scripts attached to it that I haven't explored, that would be worth looking at.

Posted: Sat Jan 14, 2006 8:21 pm
by Fionn
NWN1 allows GetTransitionTarget(OBJECT_SELF) (or some such method) that I use to allow the locks to stay in sync. It also allows *knocking* on either side to be heard on both. I'd like to see this used globally.

If it's not too much of a resource hog, we could also set a Listener on the door and Wisper out the other side...

Posted: Sat Jan 14, 2006 11:07 pm
by ç i p h é r
I'll suggest something which Twiggy asked me to script for Cormanthor. Open and Close times to simulate "store hours". When a schedule exists, the door is barred restricting access from the OUTSIDE during "closed hours", but anyone still inside can leave at any time.

More specific information here (087 DM Forum), if required:

http://www.alandfaraway.org/phpbbforum/ ... hp?t=26097

Posted: Sun Jan 22, 2006 5:58 pm
by Murky Majare
Scripts like this should be discussed under the script portion.


Now, making door blueprints we can do of course, but there are so many variants that we cannot catch them all, and it might be no need to make blueprints beforehand.

Posted: Mon Feb 13, 2006 3:56 am
by Castano
Do we have any idea how much of a hog adding custom things (e.g doors) will be?

unfortunately, it will be hard to make choices until we know how much computing power we have to burn.

I would recommend ranking add-ons based on % of player base that will utilize/benefit from the add-on and it's subjective benefit to the game.

I like Joe's system you described above Wynna. Ease of building should be a factor to. Anything that speeds up construction is an obvious benefit.

Posted: Mon Feb 13, 2006 4:43 am
by ç i p h é r
I expect that the new toolset will perform better than the current version we have based on what I've read of it, so resource overhead may be less of an issue. Regardless, in the case of doors, I think variation is important enough to warrant them being global if Obsidian does much the same as Bioware did in releasing only a few models.

Posted: Tue Mar 07, 2006 12:19 am
by Overfilled Cup
Our selection of door models will be greatly reduced from what we are used to currently. We have much more scripting available on a lot less variety of doors.

Any number of door script templates would fit into a script library *shameless plug*

Posted: Tue Mar 07, 2006 1:30 am
by indio
Door categories for each appearance and hardness type:

- Auto Close (short and long)
- Auto Close and Lock (short & long)
- Auto Close Trap Minor (trap rearmed)
- Auto Close Trap Medium (trap rearmed)
- Auto Close Trap Hard (trap rearmed)
- Bashing script enabled
- Knock option
- Spike open option
- Close and lock option

Posted: Tue Mar 07, 2006 2:18 am
by Overfilled Cup
Why make all those instead of just adding the script/s to a library and then letting builders pull what they need into a mod. I guess I dont understand why you would need that many templates Indio.

I understand the base scripts but why repeat it for each style and hardness?

Posted: Tue Mar 07, 2006 4:28 am
by indio
Primarily because then you don't have to modify each of the hundreds of doors being placed in a mod when you place them.

Place a door, move on.

Posted: Thu Apr 13, 2006 7:42 am
by Overfilled Cup
I forsee where we have the custom doors pallette and it looks like this.

pallette:custom
group: doors
type: ALFA doors (new sub-pallette entry)

then the various blueprints we select..

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The builders can then choose the model from the appearance editor or add the blueprint to a template and go from there adding it to whichever style of door they want.

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It might also be nice to add number tags to the different door models. i know something frustrating for me has been matching the interior/exterior door styles.

If I could just pull up the editor on the outside door see its door style 62 then when I add my interior door I just have to find door model 62 and Im golden. This comes in to play much more when you have multiple builders as well.

Posted: Thu Apr 13, 2006 10:44 pm
by ç i p h é r
I agree. Naming all the doors in the palette "door" is not very builder-friendly. A number or a suitably descriptive name for the model would suffice.

Posted: Mon Apr 24, 2006 7:49 pm
by Overfilled Cup
summarized

Posted: Mon Apr 24, 2006 8:58 pm
by Fionn
indio wrote:Door categories for each appearance and hardness type:

- Auto Close (short and long)
- Auto Close and Lock (short & long)
- Auto Close Trap Minor (trap rearmed)
- Auto Close Trap Medium (trap rearmed)
- Auto Close Trap Hard (trap rearmed)
- Bashing script enabled
- Knock option
- Spike open option
- Close and lock option
You missed "Linked" - so PCs can open/close/lock/unlock/knock across the AT.