Author Topic: Secret Door Connundrum  (Read 629 times)

Legacy_Karvon

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Secret Door Connundrum
« on: July 04, 2011, 01:53:51 am »


               I've got a an area with a lot of secret doors, about twenty or so in all.  All are properly labeled as far as triggers and LOC and DST waypoints go. I initially was using the standard stone wall door resetting.  However, at least three of them have stopped functioning properly, failing to be placed when the player spots them and announces they've found a secret door. The only constant between them is the three are placed in chambers instead of corridors. However, other such doors in other chambers are functioning normally.

I've tried remaking the three in question from scratch, changing the names and changing the secret door type, all to no avail. I'm totally stumped as to what the problem may be. 

Is there some magical limit on the number of secret doors one can use in a single area I'm not aware of??

Any suggestions or help would be appreciated.

Regards,

Karvon
               
               

               
            

Legacy_kalbaern

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Secret Door Connundrum
« Reply #1 on: July 04, 2011, 02:20:13 pm »


               Anytime I've had issues its been because I mixed up TAGs somewhere. I keep a master list of TAGs used in my modules to prevent this. They don't just need to be unique in the area, they need to remain unique in the module itself. If you recently added new secret doors in other areas, that could be the issue.
               
               

               
            

Legacy_Karvon

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Secret Door Connundrum
« Reply #2 on: July 04, 2011, 03:16:06 pm »


               I use a very specific and unique code for tags as I've had problems with secret doors before. The format I use now is AA_BB_CCD as a base where AA is two letter code for region, BB for area, CC for room/passage and D for direction.

Karvon
               
               

               
            

Legacy_kalbaern

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Secret Door Connundrum
« Reply #3 on: July 04, 2011, 04:57:39 pm »


               For good measure you can enable debugging in "x0_i0_secret" and then recompile and save whichever secret door script are used in your triggers OnEnter events. Other than that, no idea. I just tested a single large room with 30 secret doors placed and found no issues with them (half along the walls / half arranged in the center of the room).
               
               

               


                     Modifié par kalbaern, 04 juillet 2011 - 03:58 .
                     
                  


            

Legacy_Karvon

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Secret Door Connundrum
« Reply #4 on: July 05, 2011, 01:40:51 am »


               Thanks for the suggestions.

I'm not sure I'm gonna bother spending more time trying to fix it, as the area in question isn't likely to be used for too much longer and I've already replaced the broken SD's with conventional ones to keep things moving.

Regards

Karvon