Switch-Based Secret Doors Suite, v1.21
Written by Samuel Ferguson, April 2007
REVISION OVERVIEW
===================
January 11, 2008: Updated to v1.21.
January 10, 2008: Updated to v1.2.
May 6, 2007: Updated to v1.1. Added screenshot.
April 13, 2007: Initial release (v1.0).
A complete revision history can be found in history.txt, below.
INTRODUCTION
==============
Switch-Based Secret Doors allows you to easily place secret doors that are opened remotely by switches, which can be either hidden (requiring search checks to find) or in plain sight. Switch-Based Secret Doors cannot be found simply by searching a section of wall. Rather, the secret that must be found is hidden on some other object - a torch sconce, a statue, a piece of furniture, or any other placeable - which may not even be useable or selectable until the player finds the secret.
Switch-Based Secret Doors also supports multiple types of secret doors (one-way, two-way, linked, timed, or any combination, plus special socketed switches), special flavor text for individual switches, cross-area switching, and no-hassle henchman searching.
FEATURES
==========
* Uses standard Bioware secret door detection algorithms in a new way. Instead of searching for the door, players must search for the mechanism that controls it - which can be anywhere in the area or even anywhere in the module, not just in front of the door.
* Open secret doors remotely with any placeable object. Use the object a second time to close (and hide!) the door.
* Hide door switches inside ordinary placeables - EVEN unuseable objects, which look exactly like static background objects until the secret is found. Make your players work for their secrets and think about where the trigger might be hidden, instead of just homing in on the obvious useable statue in the corner.
* Are your switches too deviously hidden? SBSD allows your players' henchmen to search for them, automatically, with no special AI positioning required.
* Precision searching: Need to limit your players' line of sight when searching? Use a precision searching trigger to define exactly where a player has to be in order to find the switch. Use precision searching to hide switches in narrow cul-de-sacs, behind counters and furniture, inside closets, and more, without players being able to find the switch through walls and other obstacles.
* Two-way secret doors: One switch can open and close two secret doors simultaneously, without the annoyance of having two different doors that must be searched for and found seperately.
* One-way secret doors: Doors that slam shut after you walk through them. These doors have animated entrances and exits - instead of suddenly appearing in front of a blank wall, you'll see the door shut behind you and disappear.
* Link multiple switches to the same secret door. Two or more levers, secret switches, or hidden buttons all operate in sync to open and close the same door.
* Timed secret doors that automatically close and disappear after the specified period of time has elapsed.
* Socketed mechanisms that only open when the correct object is inserted.
* Optional and configurable percentile modifiers to search skill and detection range for passive search mode.
* No extra fuss for traps - place them directly on the mechanism.
* Completely configurable flavor text. Each individual switch, even among linked switches, can send a unique message to the player when he or she finds the secret or activates it - without requiring any extra scripts. Default flavor text is automatically displayed if no special text is set.
* Multiple henchmen and their associates are all brought through the door with the player.
* Supports multiple door graphics, with easy extensibility for custom doors.
* For persistent worlds, rehide your switches after a certain amount of time, or when the area is empty of players.
* Non-invasive: NO overwriting of Bioware standard resources.
* Includes demonstration module.
AUTHOR'S COMMENTARY
=====================
The SBSD suite is my attempt to make secret doors in NWN more interesting. It's never very exciting to scan along a wall to find a random inexplicably-revolving section of stone; the fun comes in pulling levers, finding hidden switches, racing towards doors that threaten to slam shut in your face, and generally outsmarting the dungeon architect.
SBSD contains a variety of different ways to make your dungeon environment more interactive, and make finding secret doors more logical and more engaging for your players.
I hope you enjoy SBSD. Please let me know what you think by voting and posting a comment!
Posted by Stridor at 2009-05-21 01:40:28 Voted 9.00 on 05/21/09
Very well done thanks for all the good work _________________________ Trouble?
Oh wait a sec!
Yeah got it right here in my back pocket!
Want some?
(WEG)
Posted by Balac at 2008-11-15 18:29:40 Voted 10.00 on 11/15/08
Great instructions and well coded script. I could not figure out how to get Bowares Secret Trap door to work but now I am using this one and it works. Thanks alot
Posted by Inayity at 2008-06-26 15:25:06 Voted 10.00 on 06/26/08
SBSD v1.2 is here with several new features, including cross-area switching and enhanced rehide functionality. Scripts have also been consolidated for less clutter and easier extensibility. The older scripts will not be overwritten by v1.2, and so existing switches will continue to function normally. _________________________ NWN1 Scripts: Miorg Inventory Organizer Switch-Based Secret Doors Suite
Posted by Uthervl at 2007-11-12 14:26:46 Voted 9.50 on 11/12/07
What would make this the all encompassing, ultimate secret door script suite, is being able to make unusable items become unusable again, after a time period.
Updated to v1.1. This version includes support for automated switch resets for persisent worlds, as well as configurable skill and detection range modifiers for passive search mode. Check out the documentation for full details. _________________________ NWN1 Scripts: Miorg Inventory Organizer Switch-Based Secret Doors Suite
Thanks for the compliment, Carnage_II. Although I developed SBSD for single-player, your comment about persistent worlds makes me think: perhaps I could include a setting for PW builders that re-hides secret switches when there are no players in range, or something like that. I don't know much about multiplayer - what do you think? _________________________ NWN1 Scripts: Miorg Inventory Organizer Switch-Based Secret Doors Suite
Posted by Carnage_II at 2007-04-15 09:44:53 Voted 10.00 on 04/15/07
Most excelent! Well written, terribly useful even for PW's. _________________________ Learning is like rowing upstream: not to advance is to drop back
-Chinese Proverb
Hehe..i MUST try this! Love the Ideas behind your submissions , realy great! Thanks submitting this to the vault, i will try as soon as possible and come back again and vote.
greetings
Darky
You must be Logged In to post comments in this section.