Bumbleson on 25/8/2005 at 22:24
I would like to have a look at the problem, but I don't even know how to make a key that opens a door. Is there a tutorial on this somewhere? I found nothing in the wiki.
ascottk on 25/8/2005 at 22:43
In order to unlock a door, the door & key need to have the same string in their properties. It's found under:
The key:
Properties>Key>LockOpenStr>*KeyName*
The door:
Properties>Lock>KeyOpenStr>*Keyname*
So if you want a door opened only by a certain key then both of those strings need to be the same.
New Horizon on 25/8/2005 at 22:45
Yeah, I'm not sure how to even assign a key really. The keys lock open strength is defined by the name of the door it opens and it can be set to open numerous doors if you want.
Hmm, let me think. So, when the player picks up the key to...we'll say the wellhouse, the lockstrength "wellhouse", the key is essentially destroyed and the lockstrength of "wellhouse" is applied to the keyring in the players inventory but that still leaves the issue of whether or not an inventory item can be used to frob a door to open it. Gah.
This also means that we would have to find a way to make the lock picks selectable from inventory so they no longer automatically suck you in..otherwise they render the key pointless.
I don't really understand what I'm doing myself, so my explanation is pretty confusing.
New Horizon on 25/8/2005 at 22:45
Quote Posted by ascottk
In order to unlock a door, the door & key need to have the same string in their properties. It's found under:
The key:
Properties>Key>LockOpenStr>*KeyName*
The door:
Properties>Lock>KeyOpenStr>*Keyname*
So if you want a door opened only by a certain key then both of those strings need to be the same.
That makes complete sense. :) What he ascottk said.
So, I guess the mystery is finding out how to pickup a key and have that keys string applied to the keyring.
New Horizon on 25/8/2005 at 23:00
I just noticed that the "key ring" is key number 5 in the editor and is used for opening the cell. So, it's already there...and here I was recreating it in the gamesys..durrr, but it still needs to function differently. Hard to say, this may be hardcoded in such a way that we'll never get it to work the way we want.
ascottk on 26/8/2005 at 00:07
You could use the keys (stackable inventory, shows up in inventory as the key ring) as a weapon then assign a unique stim to them. Create a new vulnerability object (MetaProperty>VulnerabilityObject>LockVulnerability) and the locks would be only %100 vulnerable to that unique stim.
But having that work with the OMs would be tricky & a lot of work . . .
New Horizon on 26/8/2005 at 00:31
Quote Posted by ascottk
You could use the keys (stackable inventory, shows up in inventory as the key ring) as a weapon then assign a unique stim to them. Create a new vulnerability object (MetaProperty>VulnerabilityObject>LockVulnerability) and the locks would be only %100 vulnerable to that unique stim.
But having that work with the OMs would be tricky & a lot of work . . .
Yeah, not too worried about making it work with the originals, but for future FM's it would be ideal.
Not sure I completely understand how to do what you're saying but I like the sound of it. Wouldn't that mean that you would need a unique stim for each key that you wanted to open a different door?
Hmmm, I think the smog is clearing. By george, I think this just might work.
ascottk on 26/8/2005 at 02:03
Darn it, NH! You make me want to experiment. I'm trying to bugfix & enhance my FM but it's starting to turn into an experiment :joke:
New Horizon on 26/8/2005 at 02:07
I've made some progress. So far, I have the keyring appearing in Garretts inventory when I pick up a key. Created a hud render link to the parent key to do this. Made the keys stackable, that works fine.
I removed the lock strength from my test key and then gave it a blunt type stimulus.
The problem is giving the door a vulnerability. When I choose stimulus under the doors properties, vulnerability is not an option. :( Also, I'm not clear on how I'm going to make this signal the lock to become unlocked. Hrrrm..unless that's done with a triggerscript?