The ACR includes support for an array of scripted door functions, as well as controls against sending PCs though ATs that are broken for the return trip due to a typo in destination tag, closing the other "side" of a door in parity across areas, locking one side when the other locks and vice versa, etc. They may be accessed by associating the acf_door_* scripts (same method as importing scriptsets for areas and creatures).
Once the acf_door_* scripts are in place, you may use any of a number of Local Variable settings on the blueprints or placed instances to define their behaviour. A listing of the common ones:
ACR_DOOR_CLOSE_DELAY (Local Float, in seconds): a measure of how long the door should wait to close, after it has been opened. A value of 0 (or no variable set) means it will never automatically close. Note, by default, the doors will not close if there are PCs nearby, so no mystery self-closing doors unless you want them.
ACR_DOOR_CLOSE_NEAR_PCS (Local Integer, = 1 means they will close regardless of PCs). Undefined or = 0 means the doors will wait till no one is "looking" to autoclose.
ACR_DOOR_AUTO_LOCK (Local Integer, = 1 means it will autolock). Default 0 / undefined means no locking. Set = 1, the door will automatically lock itself when closing. Note: characters without Open Lock ranks cannot "lock" doors, even if they have the key currently (NWN2 bug). So, anything meant to be secure should probably be set to autolock.
Variable sets can be exported and imported just like Script Sets, so it's easy to set up .xml files to apply some standard ones; say "DoorVars_Secure" (autolock, close delay 10 seconds, close even with PCs around), or "DoorVars_Standard" (close delay 120 seconds, only when no one is watching).
Traps and Doors: We're trying for a much more PnP feel for traps, meaning we never want NPCs setting them up on the "fly", since we're not giving PCs the same benefit. However, doors may be legitimately trapped as part of a dungeon. You just want to make sure the trap isn't flagged as recoverable, as we don't want trap kits appearing ingame from "recovery" of placed traps. Also, keep in mind that these will reset themselves every time the mod reloads, so they're not great for keeping a feel of persistency onserver. My recommendation would be to use sparingly, and to uncheck "recoverable".
Other "Obsidian ATs": these are the animated swirly map kind. If you associate the acf_trg_* scripts to these, they will have some extra functions, including playing a VFX at the far end so DMs and players on the other side know someone is coming (this doesn't play in stealth mode, incidentally). This prevents cross ATing. There is also a warning and spot check rolled if there are hostiles in the immediate area of the destination, with a second confirmation click needed if so.
Live preparation: Doors/ATs
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Re: Live preparation: Doors/ATs
Traps and triggers all set up and ready to go.
There's a place I like to hide
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind