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Staredit Network -> UMS Assistance -> Locked Doors
Report, edit, etc...Posted by Sinister_X on 2004-05-16 at 13:25:34
I noticed in the game house of the haunted that doors required you to use keys. How did that system work, I would like my players to use keys to open doors.
Such as "level 1 key" opens all level one doors and so on.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-05-16 at 13:35:05
Just have a condition set in the door open trigger so that it doesn't open unless you have the key (he most likely used Set Deaths for an unused unit). Then, when you get the key, set the deaths for it so that the door opens. Optional is a message saying it's locked for when the door doesn't open.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-05-16 at 18:02:50
Thats exactly right MiniMoose I used set deaths. You could also use a switch but I used deaths because i wanted each player to pick up the key seperatly. The triggers were something like this.

Force 1
Conditions:
-Current player brings at least 1 men to door 1
-Current player suffers at least 1 death of "key"
Actions:
-Disable doodadstate for door owned by all players at door 1
-Preserve trigger.

Force 1
Conditions:
-Current player brings at least one men to door 1
-Current player sufferst at most 0 deaths of "key"
Actions:
-Display Text "This door is locked, you need a level 1 keycard to open this door"
-Preserve Trigger

Force 1
Conditions:
-All players bring exactly 0 men to door 1
Actions:
-Enable doodadstate for door for all players at door 1
-Preserve trigger.

Then when you pick up the key you set the deaths for "key" unit. The 'key' unit is simply a unit not used in the game like a mineral chunk or a building.

There are several things you should consider when making the triggers to pick up the keycards. There are 3 ways it could happen the way I see it.
1) The player must pick up the keycards in order ( level 1 then level 2)
2) The player may pick up the level 2 keycard before level 1 and have access to all the level 1 doors.
3) The player may have an "increase keycard level" rather than specific keycards.
In each of these the triggers would be slighly differant. It didn't matter to much to me because House of the haunted is set up so you can't reach level 2 unless you have a level 1 card.

For type One
-the conditions of the triggers need to state the current level of your keycard. For example if your current keycard level is 0. The conditions for the trigger need to include "current player suffers exactly 0 deaths of key"

For type Two
This one is slightly more difficalt than the other two. As the actions you must use "set deaths" not add. But the problem is you don't want the player to pick up a level 1 keycard after they pick up a level 2 keycard. To do this you need to have your conditions include a range of values. For example if you are picking up keycard level 3. the conditions would include
"current player suffers at most 2 deaths of key"
This way the trigger will fire if you have 0 1 or 2 deaths but not 3 or more. So you can't decrease your keycard level.

For type Three
To have a Increase keycard level is pretty easy. Just use "add 1 death of key" for your actions. And make sure you don't use preserve trigger. The conditions will not need to indicate anything about your current keycard level.

The method you want to do is up to you and the restrictions of your map. I may have said more than you intened on hearing but since your talking about my map I figured I must reply. Hope this helps smile.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-16 at 19:24:26
bolt pretty much answered it...but an easier way to do it is

make a location or a unit for your key(psi emiter or something)

then create a location no1 will ever see on the map

When player brings one unit to the unit you chose for a key or to the location you made

make it create a unit for some computer player in that area of the map that no1 will see

have a set doodad state for the door and the conditions if 1 unit (key) is in that location no1 will ever see...

voila locked doors
Report, edit, etc...Posted by Sinister_X on 2004-05-17 at 16:14:38
QUOTE(MrTowelie @ May 16 2004, 05:24 PM)
bolt pretty much answered it...but an easier way to do it is

make a location or a unit for your key(psi emiter or something)

then create a location no1 will ever see on the map

When player brings one unit to the unit you chose for a key or to the location you made

make it create a unit for some computer player in that area of the map that no1 will see

have a set doodad state for the door and the conditions if 1 unit (key) is in that location no1 will ever see...

voila locked doors

Thats the one I used, thanks for letting me know guys i really needed it. They were all awsome ideas.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-17 at 16:20:46
im so dumb...an easier way is to use switches when player enters location set switch 1...duh lol
Report, edit, etc...Posted by Mini Moose 2707 on 2004-05-17 at 16:31:24
Yes, but then some player could pick up the key to set the switch, meanwhile another player is halfway accross the map right by the door and unlocks it without going anywhere near it. I'd use set deaths or the unit creation one you mentioned earlier. A switch would probably be better for something like, say, you use a computer in one area of the map to remotely disable a lock on doors somewhere else. Then that would be useful.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-17 at 16:39:17
you can do whichever way you want sniperX use switches or the ways me and bolt sugested...up to how you want the map to play
Report, edit, etc...Posted by Zombie on 2004-05-23 at 17:11:02
if you are to lazy lol

use this trigger

i do,

if you dont know how to load triggers tell us tongue.gif
Report, edit, etc...Posted by Yoshi da Sniper on 2004-05-23 at 17:46:22
You submitted that to the DLDB zombie. I denied it because it was missing the triggers when you get to the door but you dont have the key, and so on.
Report, edit, etc...Posted by Zombie on 2004-05-24 at 21:40:18
what other triggers?

this one is working... i tested it. i sent it to u
Report, edit, etc...Posted by Yoshi da Sniper on 2004-05-24 at 23:15:16
Thats total BS. I saw an error in your triggers.

Don't resubmit that anymore please.
Report, edit, etc...Posted by Zombie on 2004-05-25 at 14:06:30
did you try my new ver i sent? it worked for me.... go to the door with out the key THe Door is locked

go get the key

then go to the door with the key

you used the key to unlock the door
Report, edit, etc...Posted by dashrike on 2004-05-25 at 14:27:32
He said you were missing the triggers required to reject any units w/o the key, which you did not include.

It means that while the door will open for somebody who has the key, the door will open for anybody, even those without the key, just like a normal door. So nothing has changed...
Report, edit, etc...Posted by Yoshi da Sniper on 2004-05-25 at 14:46:43
Thats not what the problem was.

You had a trigger:
COND:
Player brings '1' unit to door
ACTION:
Display "You dont got the key"

That will display that they dont have the key... regardless that they got it or not.

I don't have time to proofread your triggers and fix em, only to detect errors.
Report, edit, etc...Posted by dashrike on 2004-05-25 at 14:50:14
Oh. Thats what it sounded like you said in your first post.

Maybe I should read them too before I post... mellow.gif
Report, edit, etc...Posted by Zombie on 2004-05-28 at 13:38:43
yo, here is a updated version

just change the location and door
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-28 at 14:38:29
What I'd mainly Do is switches...in other words like if the player brings its unit to the door without the key...
----------------------------------------
Players:Player who need to get key to open door

Cond:Player X bring at least 1 "Unit" to "Door"
Switch 1 is set <-- the Switch meaning the player still doesn't have the key

Action:Display-You Do not have the key, haha
-----------------------------------------
And when they do get the Key

Cond:Player X brings at least 1 "Unit" to "The Key"

Action:Clear Switch 1 <--- Clearing the switch...they now have the Key
------------------------------------------
And when they bring it to the Door

Cond:Player X bring at least 1 "Unit" to "Ðoor"
Switch 1 is cleared

Action:Disable(or enable..forgot which one) doodad state at "DooR"
Display:You have opened the Door with the Key, =)
------------------------------------------
I don'tknow if this actually works but its an idea...don't hate me for it...
Report, edit, etc...Posted by Zombie on 2004-05-28 at 16:35:17
i can hardly read that tongue.gif

what ever it says my trigger is better tongue.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-28 at 16:41:14
Sure it is.... tongue.gif
Report, edit, etc...Posted by Zombie on 2004-05-28 at 16:46:55
do you wanna fight about this scorp


lol wink.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-28 at 16:50:10
Lol.....as i said when i posted it....Don't hate me for it.. tongue.gif
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