Door

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Revision as of 10:53, 9 December 2008 by Kkuhlmann (Talk | contribs)

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A door is a special example of an activator. However, it has built in functionality for activation.

  • Animating doors run their animation when activated. Usually this means swinging open.
  • Load doors link to another load door reference somewhere in the game. When activated the actor is teleported to that other reference.


Door Dialog

  • ID: Unique indentifier for this form.
  • Script: Selects the script for this object.
    • Script edit button: Opens the script for editing.
  • Name: Display name.
  • Add Destruction Data: Sets the damage states if an object is destructable.
  • Model: Displays the model for this object.
  • Open: Selects the opening sound.
  • Close: Selects the closing sound.
  • Loop: Selects the looping sound.
  • Flags:
    • Quest Item:
    • Random Anim Start: If checked, this object kicks off its idle animation at a random start time. This is so you can put a couple of the same animated activators in a scene and they won't be animating in synch.
    • Sliding Door:
    • Hidden:
    • Automatic Door:
    • Minimal Use:
    • Visible When Distant:
  • Randomly Teleports to these Interiors / Worldspaces only:

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.

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.

Lock Level Skill to Pick
Very Easy 0
Easy 25
Average 50
Hard 75
Very Hard 100
Requires Key N/A
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