Difference between revisions of "Door"

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imported>Bnesmith
 
imported>Treleth
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*'''Quest Item:''' Not used.
*'''Quest Item:''' Not used.
*'''Oblivion Gate:''' Marks this as an Oblivion gate.
*'''Oblivion Gate:''' Marks this as an Oblivion gate.
*'''Automatic Door:'''
*'''Automatic Door:'''The door will automaticlly shut behind player,not recommended as player may get trapped
*'''Hidden:''' The door will not be shown on the local map.
*'''Hidden:''' The door will not be shown on the local map.
*'''Minimal Use:''' NPCs will not use this door when path finding through the cell.
*'''Minimal Use:''' NPCs will not use this door when path finding through the cell.

Revision as of 14:52, 8 April 2006

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.


Flags

  • Quest Item: Not used.
  • Oblivion Gate: Marks this as an Oblivion gate.
  • Automatic Door:The door will automaticlly shut behind player,not recommended as player may get trapped
  • Hidden: The door will not be shown on the local map.
  • Minimal Use: NPCs will not use this door when path finding through the cell.


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.


Reference Fields

All door references are persistent.

  • Lock Tab: Sets the lock difficulty ("level"), whether the lock is leveled, and what key will open it. Leveled locks use the lock difficulty as the base level.
  • Teleport Tab: If checked, the door teleports the actor to the indicated reference. Both doors create a green heading marker indicating where the actor will appear. This marker starts with the same position as the door and must be moved away or the actor will appear embedded in the door.