Difference between revisions of "Door"

237 bytes added ,  14:10, 21 February 2009
imported>Quetzilla
(→‎Door Dialog: how random doors work)
imported>Henning
 
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**'''Hidden:'''
**'''Hidden:'''
**'''Automatic Door:'''
**'''Automatic Door:'''
**'''Minimal Use:'''
**'''Minimal Use:''' This keeps NPCs from using the door as a shortcut (e.g. So if you have a shortcut to Megaton out in the wilderness, and you don't want those traveling merchants using it to get there quicker, you might need to set it to minimal use).
**'''Visible When Distant:'''
**'''Visible When Distant:'''


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When there are items in this list, the destination for teleporting is left undecided until the player activates the door. At that time, the destination door is decided and saved with the save game. If the player repeatedly enters and exits the door, he will always go to the same location. However, if he restores to a save game from before he activated the door for the first time, it will generate a new random destination.
When there are items in this list, the destination for teleporting is left undecided until the player activates the door. At that time, the destination door is decided and saved with the save game. If the player repeatedly enters and exits the door, he will always go to the same location. However, if he restores to a save game from before he activated the door for the first time, it will generate a new random destination.


If multiple doors can randomly link to the same destination, the game will attempt to pick one that has not been picked yet.  For example, if doors A and B both randomly link to cells 1 2 and 3, if door A has been opened and linked to cell 1, then door B will attempt to pick cell 2 or 3.  If there are more doors than destinations, such as 4 doors that link to 3 cells, the fourth door to be activated will select one of the already linked to destinations.  The destination cell/worldspace will be reset, and the door that originally linked to that destination will revert to the random state (the next time that door is opened it will select a new destination)
If multiple doors can randomly link to the same destination, the game will attempt to pick one that has not been picked yet.  For example, if doors A and B both randomly link to cells 1 2 and 3, if door A has been opened and linked to cell 1, then door B will attempt to select cell 2 or 3.  If there are more doors than destinations, such as 4 doors that link to 3 cells, the fourth door to be activated will select one of the already linked to destinations.  The destination cell/worldspace will be reset, and the door that originally linked to that destination will revert to the random state (the next time that door is opened it will select a new destination).


To add interiors or world spaces to this list, click and drag the cells/world spaces desired from the appropriate window under the "World" tab, and drop it into the list.
To add interiors or world spaces to this list, click and drag the cells/world spaces desired from the appropriate window under the "World" tab, and drop it into the list.
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