Leurnid wrote...
I am not a big fan of personal public displays of ignorance, but I am doing so well, I thought I would double down:
This appears to be scripted to a testable state, if so, what gets attached to what? Spell it out like I am a 5 year old for bonus points.
I am still perplexed at how/where the node-door action is getting handled, but I have found the scripts I ook at often seem to be missing critical bits but work perfectly.
Doors have their direction set when placed in the Toolkit. The arrow points in the direction that creatures going into the area will be placed. What happens when you click on the area transition and your character approaches it is governed by the OnAreaTransitionClick event. The default script for this is at_corridore_001. You will be copying this script into a new blank script changing only the line:
object oTarget = GetTransitionTarget();
The rotating doors will instead use the object I defined by the first declaration:
object GetTargetForTransition()
{
return GetObjectByTag(GetLocalString(GetModule(), GetTag(OBJECT_SELF)));
}
You can either make this declaration above void main() and then write in the replacement
object oTarget = GetTargetForTransition()
Or you could just integrate the single line
object oTarget = GetObjectByTag(GetLocalString(GetModule(), GetTag(OBJECT_SELF)));
For the doors to use this object correctly, you will need to set the local variables in the module for the doors.
A simple way to accomplish this is to have the door that is linked in the "Destination Tag" field, and then have an opening script cycle through all doors on each face getting the door they are linked to (by GetTransitionTarget()) and setting the module variable using the GetTag() function to get the variable name and its value).