Shadowrun Returns

Shadowrun Returns

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Franky_doom 2013 年 10 月 26 日 下午 8:45
What's wrong with this trigger?
I'm having some issues with a simple little Door Trigger.
Seems to be working fine, except the prop (in this case, the door) does not delete itself.

Here's the trigger as I wrote it.

WHEN HallDoor is interacted with.

IF SystemCrash is true

DO Delete HallDoor
DO Play sound Door Slide...

OTHERWISE Display text "Door to the Hall, I have no reason to go there..."

It's pretty similar to other triggers I've written for other doors, but this one has s a variable attached to it (called SystemCrash). Basically, it means that unless this variable is true, the door cannot open. Other doors work fine. I don't get it...
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Southwind 2013 年 10 月 27 日 上午 7:43 
Maybe there is an issue with deleting an item you're interacting with... Or it's something silly like the trigger isn't active at map start, or the wrong prop is being targeted in the trigger.

I would create an event called Door_Check, and three triggers; Door_Interaction, Door_Check_Pass, and Door_Check_Fail.

The first trigger (door_Interaction) would be:

WHEN: HallDoor is interacted with.
IF: (leave blank)
DO: send event "Door_Check"

The second trigger (door_check_pass) would be:

WHEN: Door_Check
IF: SystemCrash is true
DO: Delete HallDoor, Play sound Door Slide

The third trigger (door_check_fail) would be:

WHEN: Door_Check
IF: SystemCrash is false
DO: Display text "Door to Hall, I have no reason to go there..."

When you interacte with the door, it will check to see if the Boolean variable is true or false with two seperate triggers, and return the proper result. Just make sure they are all active at map start, and the first and third triggers are retained after firing. I had issues with "Otherwise" in a few of my triggers and this way always works. Hope it helps.
Southwind 2013 年 10 月 27 日 上午 7:50 
This is all just so you can add that little bit of text, otherwise you could just set to door's prerequisite to IF: SystemCrash is true, and pick the desired sound effect,
Stymie Jackson 1 2013 年 10 月 27 日 上午 10:30 
Deleting door props is bugged if they have pre-reqs or are AI-only. I've seen in my own UGC that a door you delete appears to be gone...you can see past it now. But you still cannot moved past it...it's like a ghost door is still there blocking movement but there's nothing visible in the spot.

Use "Prop->Force Use Interactable Object" instead of delete prop for a door.

This also means you'll get the door sound without having to add a specific DO statement to play a sound.

If the door has pre-reqs and you want an NPC to open the door be aware it will 'close' again shortly so do the Force Use followed by the Delete Prop command. Force Use has to occur first.
最后由 Stymie Jackson 编辑于; 2013 年 10 月 27 日 上午 10:31
fredingue 1 2013 年 10 月 27 日 上午 11:42 
I had the same problem as Stymie with a deleted door blocking the way. Same, i used a trigger to force it open if the player has allready opened it before...
Franky_doom 2013 年 10 月 28 日 下午 9:06 
Thanks for the info, chummers. Unfortunately, I still have the same problem. I tried Southwind's and Stymie's ideas, and the door doesn't delete...
Southwind 2013 年 10 月 28 日 下午 9:20 
How about moving the door instead of deleting it? I'm always moving props around... Just send it off into the boonies.
fredingue 1 2013 年 10 月 28 日 下午 9:30 
If you explain a little bit what is this Systemcrash is, it may help (to find a logical solution to your problem)

On many doors, i use 2 props, so that you can open then close them.

The door itself (central part A) is set as interactable / door then AI only
One of the door sides (doorside A) is set as the active object : interactable generic, generic icon
A boolean or quest item can be used (i prefer quest items for RP purpose : a key is a key, a lockpick is a lockpick :p)

So, for you it would be :

Trigger_open_door (check box to allow multiple uses)

When : on item interaction doorside A
If : Systemcrash is true
Do : force use central part A
Otherwise : display text...

This should work, then it depends how your story wants it :p
Franky_doom 2013 年 10 月 29 日 下午 5:38 
OK, Fred, without spoiling the story: SystemCrash is a variable I set up to become true when the main character uses a cyberterminal. It's being hacked by a decker and the system crashes. I don't want the character to go elsewhere in the building before this happens, hence the varibale needs to be true before opening the hall door.
Stymie Jackson 1 2013 年 10 月 29 日 下午 6:50 
Do what southwind suggested, and just put a pre-req on the door but otherwise make it a normal door. That should do what you want it sounds like, at least in a very basic way.
Franky_doom 2013 年 10 月 29 日 下午 8:49 
Do you mean moving the door? Tried that. Nothing seems to work. No matter what I want to do to the door, it stays there...
Apriest 1 2013 年 10 月 29 日 下午 8:52 
Are you sure you don't accidentally have 2 copies of the door object in that spot? So you move/delete one and there's still one there?
Franky_doom 2013 年 10 月 30 日 下午 6:52 
That's it!!! I feel like such a noob! Thanks for your help.
wolf_5963 2013 年 12 月 17 日 下午 8:55 
I was reading to the bottom to see if it got solved... I was going to suggest the double door also. :)
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