I think I am complicating doors. Help?

sbangs
I read that long post about doors being objects and so on, and it really didn't help what I think is about to be a really simple yet dumb questions.

What is the easiest way to handle a locked door in between 2 rooms, the living room and the kitchen.

Should I make an object in the kitchen called doorkit2liv with an alias of door? Then again make an object in the living room called doorliv2kit with an alias of door?

Then set both objects the same "type" for the lock/unlock properties?

I know I must not be seeing the simple solution here, so forgive, but if you can give some advice to do this the quickest and easiest way, much thanks.


Pertex
Why dont you use the Locked-Checkbox in the Exits-Tab of the rooms?

sbangs
I am using those, but I guess I'm trying to think of doors as an object that needs to be unlocked, then opened. It seems as doors can have 4 properties. Locked/unlocked/open/closed. How do I have that for a door of a door that links two rooms?

I may be confusing myself, just seems like I would need to do that.


Pertex
You seem to be right, you need 2 Objects

sbangs
Ok, so I added an open and a close script to my door (object) and I messed up the open/close commands for my containers. I wish that would never happen btw.

So how do I use a door? Sorry, very confused.


Pertex
OK, here is my door-script. I'm not using a container, just a normal object. You can copy such a door to every room you want within QDK. I prefer copying the door-object to an external editor, replacing the objectname and after loading the asl modifying the exits in QDK

sbangs
Cool, downloaded it, will check it out. Thanks much.


sbangs
So just on first glance, I see you are using verbs on the door ojbect, like open/close/lock/unlock.

How can you do this and not screw up the default verbs of those same names? This is one of my biggest issues. When I add an open verb to an object, suddenly the default open script doesn't work, so my containers wont open and so on.

Thanks for any advice you can offer again.

Scott

Alex
Instead of adding open/close verbs to doors, set the door up as a container and then run custom script for "open" and "close" on the container tab (yes it a bit of a hack really).

Pertex
Aha. Does that mean that its a bad idea to define the verbs open, close, add and remove in the Verbs-menu? If I want to use this verbs, I have to use containers?

Alex
Yes that's right. If you define open/close/add/remove as verbs, you'll override the built-in container behaviour so your containers will break!

sbangs
Because it seems like such a common need, and the verb option is on the first page of an object, cant there be a way to use that feature to add a verb to the object and not override the game verb. Open/close is quite common, so if I want a special script to run if I want open verb assigned to the "urn" but the default open is untouched for all the containers, is that doable?

Thanks,

Scott

Alex
Yes you just have to put your script on the Container tab - don't add it as a verb.

Pertex
I changed my script. I didnt test it with other containers but it should work now

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