This is a secret door toolkit intended to make using secret doors easier. The HAK exploits a idiosyncrasy of the engine to prevent the door icon from being displayed on mouseover, while allowing the door to block map revelation like ordinary doors. Currently, the doors are static - they just fade when opened - but im working on fully animated versions.
Posted by Lance Botelle at 2010-02-05 07:12:05 Voted 9.00 on 02/05/10
Secret doors are a "Must Have" in my opinion and of all the secret door haks available for NWN2, this is my favourite. I started to do something similar, but was glad to find someone had achieved what I could not.
I have changed some of the operation to work the way I like it to work, including the scripts involved, but the "blocker" door and the useful "placeables" are invaluable to make the system work.
Also, I noticed the blocker can be turned 180 degrees to allow the block from one side only. Useful for one way secret doors, which I intend to use more.
Thanks for this contribution.
Lance. _________________________ World of Althéa Blog: Link
Posted by Ransom at 2009-08-14 14:09:01 Voted 9.50 on 08/14/09
Works quite well and a much needed addition. Reduced my score from "genuinely groundbreaking" because it requires a bit of work to integrate with other custom content (or even SoZ) because the author did not provide information on which 2da lines were changed. To prevent others from going through the process of 2da comparison, the changed lines are placeables.2da 525-533 and doortypes.2da 419-420.
Also, I have not tested extensively, but I have some concern that secret doors could be detected and revealed by nearby monsters before the PC gets there. Might require some script tweaking.
Seems very cool, and quite self-explanatory... But only quite. :-)
You see, I can't get the secret doors to respawn after a certain amount of time (TimeToReset is set to 5, but nothing happens). Now, I see that the "detectors" you have used in your 1150_underground area have other variables than the ones in the palette blueprint - am I missing something, or did you miss/change something when you created the blueprint? :-) _________________________ best regards,
fk
Posted by Snotwort at 2008-07-04 11:01:25 Voted 10.00 on 07/04/08
Great job. Just added this to my module.
Posted by E.C.Patterson at 2008-06-14 17:55:06 Voted 9.75 on 06/14/08
This is pretty much what I've been waiting for! Thanks for tackling this issue, Nim! Good job. The secret door cover is especially brilliant! That and the secret door blocker are worth the download 100%.
The cursor will still change, from the �no-walk� to the �arrow pointer�, when gliding over an undiscovered secret door hidden within a secret door placeable (since, I presume, the underlying walkmesh is still technically walkable... Probably nothing to be done about that though), but that is **MUCH** less of a tell tale sign that there's a door hidden there than when it used to change to the �open door� cursor.
Note that the secret door HB script may need a bit of polishing : AFAICT, it is not cycling through nearby creatures properly. But I use my own scripts so it doesn�t really matter to me.
The second version should be closeable; Thats one of my main motivations for making animated versions - giving then all the same functionality as basic doors.
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone