Shadowrun Returns

Shadowrun Returns

探索并分享自定义的 Shadowruns
通过易于使用的 SRR 编辑器来创建您自己的故事和战役,将它们与 Steam 创意工坊社区分享。通过探索全部的西雅图战役,查看它是如何被创造的,以此来构造您自己的创造物。点击这里以了解更多,并开始学习如何使用编辑器。
Midnight 2013 年 11 月 4 日 上午 5:41
Trouble with doors
Hi, I'm working my way through the tutorials for the level editor and have run into trouble making doors work. I've built myself a little room, dropped a couple doors into another little room in it and tried to edit the properties of those doors so that they can be interacted with as a door. After I do, a small yellow triangle with an exclamation point in the center appears near that door/object. When I test the scene, the doors do not work. Does anyone have any idea what that yellow triangle/exclamation point means? Why will my doors not work? What am I missing? All I want to do is make a simple door that opens when interacted with, but I seem to be missing something.
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fredingue 1 2013 年 11 月 4 日 上午 9:31 
The triangle ! sign means the prop has been set as interactable

Setting the door (middle part) to interactable/door should allow you to open it when you click on it. Unless you checked AI door only ?

If everything seems to be properly set, i would advise you to erase the door and to replace it. Then redo the intraction/door
最后由 fredingue 编辑于; 2013 年 11 月 4 日 上午 9:55
Midnight 2013 年 11 月 4 日 下午 8:34 
Fred, thanks for your help. Good to know what the ! sign means. Is there a page in the wiki with a key for those sort of icons in the editor? I spent a good amount of time trying to find it there and nothin. Secondly, I tried erasing the door and replacing it. I tried every possible interaction configuration in the properties menu. Now, at least, I'm getting the white door icon on my doors. That's definitely a step forward. But when I test it, nothing happens. The doors still won't open. I imagine that there is something very simple missing, but it's driving me nuts. I'd really like to figure this out. Can you tell me, step by step, what I must do to make a simple door that will open when clicked?
Midnight 2013 年 11 月 5 日 上午 5:06 
I got it. I was missing the trigger. So, here's how you make a door that will open when interacted with (there may be other ways, but here's the one I figured out).

1) Drag your door into the scene and place it.
2) Give it a name in the properties window.
3) Click on the hammer icon in the properties window, select "generic interaction" from the dropdown, and then "door" from the dropdown that appears in the "generic" tab.
4) In Scene Data, create a new trigger (giving it a name congruent with the name of the door helps, for example "LibraryDoor01").
5) Add the following conditions for interaction; WHEN: LibraryDoor01 is interacted with:
IF: single actor: triggering actor is player controlled
DO: Delete LibraryDoor01

I am certain that there are other ways to create a door, and other conditions that one might want to put on a door (such as making it keyed or making it closable again) but this will put doors in your scene that will open when clicked. My opinion is that this should be the third thing you learn for the Editor after placing floors and walls.

fredingue 1 2013 年 11 月 5 日 上午 6:56 
Hey man. Don't know what happen with your map, but i just checked and things have not changed with last patch.

So : you should not have to make a trigger for a simple opening (the door gets opened then stays opened). Setting the prop as inter/door should be enough (if it is enabled at map start and no AI of course)

More info how to make doors closable and to open them various ways :
http://psteamcommunity.yuanyoumao.com/workshop/discussions/-1/864980009841460053/?appid=234650
最后由 fredingue 编辑于; 2013 年 11 月 5 日 上午 6:58
Demonbreather 2013 年 11 月 10 日 上午 10:06 
I spent some time on a fun door interaction that lets trolls and/or high-STR chars kick it down (with frag grenade sound effect - closest thing I found that made sense), high-INT chars inspect the doorframe for weak points and ultimately use a prybar to get through, or high-QUI chars to pick the lock with a found quest item "Bobby Pin," found under some couch cushions. (Yeah, blatant Fallout reference.) I find myself wishing we had more skills to work with - Stealth in particular, but also Negotiation - but I'm coming up with workarounds and ways to simulate skills via Attribute checks and such.

I'm enjoying figuring the editor out, but man, sometimes I just hit a wall where I can't get something to work and it gets totally frustrating. But anyway, keep the UGC coming, everybody! Hopefully I'll have something playable in the next week or so (once I get the conversation editor all figured out) and put it out there for general consumption.
Midnight 2013 年 12 月 2 日 下午 1:13 
So. I've been going from wrist to elbow deep in the editor for the last couple weeks. I'm pretty psyched, what I meant to be a 15 minute test scenario has turned into a full blown campaign and I hope that it works the way I want it to and that I actually finish it. Anyway, I figured out the problem that I had. I was trying to use a Seamstress Union occupied bedroom door. I guess that that door isn't actually a usable door, so in the property browser, it won't show up like one. That I immediately tried to use the editor in a non proscribed manner isn't surprising to me. So, the above method works for using those Seamstress Union bedroom "non-doors" as doors. Properties that are actually meant to be used as doors, though, seem to be working as proscribed.
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