Author Topic: See inside a room with a door closed?  (Read 356 times)

Legacy_Fester Pot

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See inside a room with a door closed?
« on: October 28, 2011, 05:45:53 pm »


               Does anyone know if I can make a modification to a door via a text editor or perhaps a modification to a .2da file that will allow a certain door of my choosing, when closed and before the player opens the door, to be able to see into the room?

I have a door with a small bar opening in it but I want this particular door to have the same visual allowances that porticullis offer, rather than using the metal jail door - which I'll use if I must - but though I'd ask the experts first.

Thanks!

FP!
               
               

               
            

Legacy_Bannor Bloodfist

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See inside a room with a door closed?
« Reply #1 on: October 28, 2011, 09:27:33 pm »


               There is a column called "Blocksight" in the doortypes.2da (same column in genericdoors.2da), that needs to be set to Zero instead of a 1.

You may also have to adjust the tileset references for that specific tile and change the visibility node to allow viewing through the doorway (wall) IE, change visibility node to an "A" or to one that more closely matches the geometry of that specific tile.  Most tiles default to same visibility as pathnode, but pathnodes typically define the physical ability to pass through walls or not.  Do NOT change the pathnode, but do adjust the visibility node.
               
               

               


                     Modifié par Bannor Bloodfist, 28 octobre 2011 - 08:27 .
                     
                  


            

Legacy__six

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See inside a room with a door closed?
« Reply #2 on: October 28, 2011, 10:41:06 pm »


               

Bannor Bloodfist wrote...

You may also have to adjust the tileset references for that specific tile and change the visibility node to allow viewing through the doorway (wall) IE, change visibility node to an "A" or to one that more closely matches the geometry of that specific tile.  Most tiles default to same visibility as pathnode, but pathnodes typically define the physical ability to pass through walls or not.  Do NOT change the pathnode, but do adjust the visibility node.


That said, a doorway should always have a visibility node that allows you to see through it. In fact it should usually be the same as the path node anyway, unless there's a chasm or something else similar on the same tile. The engine automatically blocks sight if a door is on the tile edge,and it'll actually only display once opened if its set to be visible in the tileset. If it's not set to be visible on the tileset you would have to walk through the door before the room becomes visible on the other side... if that makes sense.
               
               

               


                     Modifié par _six, 28 octobre 2011 - 09:41 .
                     
                  


            

Legacy_Fester Pot

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See inside a room with a door closed?
« Reply #3 on: October 29, 2011, 07:31:43 pm »


               Alright, thanks for the direction. I'll fiddle around and see what I can put together.

Thanks!

FP!
               
               

               
            

Legacy_Bannor Bloodfist

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See inside a room with a door closed?
« Reply #4 on: October 29, 2011, 08:06:58 pm »


               Most likely your issue is with the doortypes.2da, and a simple edit will correct it, however, the issue is going to affect usages of that door anywhere it is placed in your mod.  So, if you changed the original Bioware wooden door to allow you to see through it, then that would mean you could see through it anywhere else in the mod as well.  

It would be better to adjust the specific tile to use a tileset specific door, and only affect that one door.
               
               

               
            

Legacy_Shadooow

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See inside a room with a door closed?
« Reply #5 on: October 29, 2011, 10:31:33 pm »


               Well thats not best option  because then it will allow you to attack with ranged weapon as it would be jail door. Of course of there is no creature its fine but i would used a special cutscene that would trigger by a conversation on door.

door OnFailedToOpen - start a conversation

conversation
some action node - start the cutscene (once)

cutscene
- make a player invisible
- teleport player behind door
- move camera around to make this look cool
- restore PC appearance and position
               
               

               


                     Modifié par ShaDoOoW, 29 octobre 2011 - 09:32 .