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Question door flags

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03 Mar 2014 21:46 #4729 by dandennison84
door flags was created by dandennison84
I'm working on a door from 20701 to 20702. I want the door from 20701 (north) to need a key and the south exit from 20702 to not require a key. How can I do that?

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04 Mar 2014 05:19 - 04 Mar 2014 05:27 #4730 by aredcloak19
Replied by aredcloak19 on topic door flags
First welcome dandennisson,

You could make a trigger and apply it to the 20702 and go into the redit for the rooms that you want a key. You might be able to use this is an example for the trigger if you choose to do to it that way. www.tbamud.com/forum/3-building/3740-tri...-day-gateguard-bribe

I'm the one that people say, "How did you break this and what did you do to break it."
Last edit: 04 Mar 2014 05:27 by aredcloak19. Reason: addtional information

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04 Mar 2014 12:57 #4731 by Parnassus
Replied by Parnassus on topic door flags
It would actually be a bit easier than that. Check help door or redit-exits (same file)

For 20701 (you can see this is help redit-menu)
you're going to start with 5:
5) Exit north : -1

1) Exit to : -1
2) Description :-
<NONE>
3) Door name : <NONE>
4) Key : 0
5) Door flags : No door
6) Purge exit.
Enter choice, 0 to quit :

So, 1 is 20702. 2 is your choice, 3 is your choice. 4 is the key number. 5 is either 1 (pickable) or 2 (not pickable).

1) Exit to : 20702
2) Description :
/c
This door is locked.
/fi
/s (These / lines won't show. I have them here as a reminder)
3) Door name : door oak
4) Key : 207xx
5) Door flags : 2
6) Purge exit.
Enter choice, 0 to quit :
0

Now, from redit 20702, you choose 7:
7) Exit south : -1
1 will be 20701, 2 is your choice, 3 is your choice, leave 4 alone, 5 is 1.

1) Exit to : 20701
2) Description :
/c
This way out.
/fi
/s (These / lines won't show. I have them here as a reminder)
3) Door name : door oak
4) Key : 0
5) Door flags : 2
6) Purge exit.
Enter choice, 0 to quit :
0

Now comes the really fun part. Read help zedit-menu.
zedit 20701
N) New command.
What number in the list should the new command be? (probably 0 or 1)
D) Open/Close/Lock a Door
Is this command dependent on the success of the previous one? (y/n) N
This will not appear if there is no previous command.
0) Exit north.
2) Door locked
Quit and Yes

zedit 20702
N) New command.
What number in the list should the new command be? (probably 0 or 1)
D) Open/Close/Lock a Door
Is this command dependent on the success of the previous one? (y/n) N
This will not appear if there is no previous command.
2) Exit south.
1) Door closed
Quit and Yes

zreset and check to make sure the doors do what they're supposed to do. The door will now act like my kitchen door where I don't need a key to get out but it locks behind me anyway except that this door won't lock until reset or until locked manually with the key. You probably do want that 20702 reset in there though because, if you nohassle through the locked door, it looks messy to see the open door on the other side.

Another reason is that I don't understand the door physics here, as seen in my post:
www.tbamud.com/forum/3-building/3611-door-physics#4334

That said, I still think that it's a bug that closing a one-sided door will make the doorless side apparently impassable.



Okay, so maybe it's not so easy, but at least it's not a trigger :)
And it's good practice of redits, exits, and zedits.
Good luck.

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04 Mar 2014 13:26 #4732 by dandennison84
Replied by dandennison84 on topic door flags
Thanks for the help. I'd actually gotten to most of that except for the very last part of a zedit on the side I don't want a lock on. The problem I have is that isn't this then depending on a zone reset to unlock the door? In testing the door, if I lock it on one side and goto the side, its shows locked. If the reset is 30 minutes then someone could effectively be unable to get out for that long? I think maybe I do need some kind of room trigger.

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04 Mar 2014 13:42 #4733 by dandennison84
Replied by dandennison84 on topic door flags
As a follow up, I think you do need a trigger. The zone reset commands don't work. The door south still shows as locked.

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05 Mar 2014 01:48 #4737 by Parnassus
Replied by Parnassus on topic door flags
I think this is the problem I talked about in that linked post. I understand how a door should be the same on each side but it can still be inconvenient. And even in real life, I have some doors that lock on one side but not the other. The crazy part is, it gets worse if there is no other side to the door with just an opening on the other side. I wonder what the game thinks of doors that only go one way.

Good luck with the trigger.

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