Page 1 of 1
doors open by spell
Posted: Tue Jan 25, 2005 9:24 pm
by THOM
I asked that quite a while ago and after that flood of new versions (thanx George!) I have lost the track... so once again:
when I put a Spell on doors to open them - how to configure that? how to enable doors to open by spells or to disable? or do I still have no control over that?
THOM
Posted: Wed Jan 26, 2005 12:57 am
by Big-J-Q
ZO-spells only work on doors that have buttons on the doorframe. I think there is no way of configuring doors to be activated by the spell (or a spell).
Posted: Wed Jan 26, 2005 8:06 am
by beowuuf
you can have triggers activated by spells though -- so you could have a 'toggle door' floorpad with a slight delay so that when the spell takes effect, there is a second effect working on the door to close it again.
or, just have a poison cloud toggled door!
Posted: Wed Jan 26, 2005 10:17 am
by George Gilbert
Just a quick post to confirm Big-J-Qs post is exactly how the engine works.
Beowuufs suggestion however is very cunning though - just goes to show how flexible the engine can be with a little imagination!
Posted: Wed Jan 26, 2005 10:29 am
by linflas
flooritem trigger -> opby spell zo -> over trigger only -> delay = 6 -> deactivate -> door : i just tested and it works fine, thanks beo

Posted: Wed Jan 26, 2005 2:20 pm
by beowuuf
got the idea from having an always closed push button door like dm2 - you constantly target a close effect at the door, and it won't open unless you used anitem to cancel the close trigger : )
Posted: Wed Jan 26, 2005 2:50 pm
by Ameena
I was making a dungeon for newbies, and I had a bit where there's a closed door and a scroll on the floor explaining the Zo spell, which you must then cast on the door to open it. I just gave the door a button, but made the button invisible. So unless you knew it was there, you (hopefully) wouldn't be very likely to randomly click in that spot

.
Posted: Thu Jan 27, 2005 10:22 am
by George Gilbert
If the button is invisible, you shouldn't be able to click on it anyway. If you still can, it's a bug - let me know and I'll fix it!
Posted: Thu Jan 27, 2005 12:44 pm
by Ameena
Lol oh, is it a bug? Well, it worked

. I figured "How do you open a door with a Zo spell when it needs a button but I don't want one there?". So I tride just adding a button and making it invisible, then when I went intot he dungeon I clicked where the button should be and the door opened - I figured that invisble doesn't mean inactive...
Posted: Wed Feb 09, 2005 6:06 pm
by copperman
yes i have had the same issue.
Posted: Thu Mar 10, 2005 5:38 pm
by TheMormegil
Having a flooritem trigger -> opby spell zo does not seem to work very well when I tried it out.
i) It seemed that the trigger must be on the tile in front of the door
ii) You could then trigger it by firing a zo at a wall on either side of the square with the trigger on it.
iii) You need another trigger on the other side.
iv) You can't close the door with a zo spell.
If the above is not the case, could you paste an example of how it should really work please.
Posted: Thu Mar 10, 2005 5:48 pm
by George Gilbert
I suspect that the spell is hitting the door first. RTC calculates effects for objects in the order in which they appear in the text file. I think what's happening is:
- the ZO spell hits the door and turns into a ZO cloud.
- there is then no ZO spell to activate the trigger.
If I'm right, you could fix this by either
- changing the trigger to be opby a ZO cloud
OR
- putting the trigger opby ZO spell before the door in the text file.
If neither of these work, let us know!
Posted: Thu Mar 10, 2005 6:55 pm
by TheMormegil
Well the first idea didn't work because I think DUNGEON_CLOUD_ZO is not recognized.
The second idea makes it work perfectly

So, a trigger on the same square as the door making sure its first in the text file is the way to do it.
In the editor, just make sure you add the trigger to the square before you have placed the door on it and it will be in the right order in the text file too.
FLOORITEM_TRIGGER --> OPBY --> DUNGEON_SPELL_ZO,OVER_ONLY ---> ACTION=(TOGGLE) TARGET=(THE DOOR) OPTIONS=(DELAY:1)
Seems to act just like the spell.
Thanks George
Posted: Fri Mar 11, 2005 12:31 pm
by copperman
w00t another "issue" closed