I confess, I am STUMPED!
How do I make it so that the player cannot use his/her lightsaber on a door?
Not blastable stops mines, key required stops security, plot item does bugger all, how do I do it???
I'm sure I've done it before, but six months has dulled my modding senses I fear.
Any help would be gratefully apreciated.
To be quite honest, I have no idea on exactly how to do it, but you could try, in the .utd for the door make it so that "OnMeleeAttacked" fires a script that tells the PC the door is impenetreble, but that is more of a work-around. Another thing you can do is look at doors already in-game and see if there is something missing. Sorry I can't pinpoint anything :(
Mav
I've checked the non-attackable doors in game and thier doesn't seem to be any difference between what I am using and that one.
Will it actually stop the attack if I put it in the OnMeleeAttacked box, and will it do anything to stop the lightsabers?
sorry man I have no idea, I've never actually tried it, I haven't done any module editing since K1 and as far as scripting goes, I usually just borrow from source scripts :lol:
The only thing I can think of is even if the attack goes through on the door and "opens" it, wouldn't it be possible to just re-close the door via the script. I'm sorry, I know I'm not being much of a real help here, I'm jsut trying to think of some possible work-a-rounds if need be. What are you trying to do to the door? Make it so that only a sucessful security check can get past it? I'm sure someone out there has a better knowledge of doors than me, sorry :(
Mav
There are alot of minor things that have been added by TSL GFF files and the such. It could be that there is something in the GFF file itself that isn't showing up in KT because Fred wasn't aware of the change. Try comparing the KT utd file with the same version of it in something like KGFF. That way you know if there is something that is appearing in KGFF that you don't see in KT.
Ok thanks, I'll try that.