Difference between revisions of "Door"

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1,155 bytes added ,  05:01, 17 March 2013
Detailed the random door setup and behavior
imported>Arthmoor
(→‎Flags: Description of behavior for Automatic Door was incorrect.)
imported>QQuix
(Detailed the random door setup and behavior)
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===Randomly Teleports to these Interiors / Worldspaces only===
===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.
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.  
 
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.
 
The door setup is different from normal doors, which must be linked to another door. Random doors must be linked to a persistent object (XMarkerHeading being the usual choice) in the same cell. The object sets the arrival spot when this door is chosen by another random door, therefore it is usually placed right in front of the door.
 
When a random door is first activated, the game randomly picks one destination from the list. Then it looks in that destination cell for random doors that have not been picked yet, selects one of them and permanently links it to the activated door.
 
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.
:*Note: One way to reset this door to its original, not linked, state is to set the door as an Oblivion Gate, the destination cells as Oblivion Interiors, use [[CloseOblivionGate]] on the door (which sets the door as Destroyed) and, finally, use SetDestroyed to un-destroy the door.


If multiple doors can randomly link to the same destinations, the game will attempt to pick a destination that has not been picked yet. For example, if doors A and B both randomly link to cells 1 2 and 3, and if door A has been opened and linked to cell 1, then door B will attempt to select cell 2 or 3. If there are more doors than destinations, such as 4 doors that link to 3 cells, the fourth door to be activated will select one of the already linked to destinations. The destination cell/worldspace will be reset, and the door that originally linked to that destination will revert to the random state (the next time that door is opened it will select a new destination).  
If multiple doors can randomly link to the same destinations, the game will attempt to pick a destination that has not been picked yet. For example, if doors A and B both randomly link to cells 1 2 and 3, and if door A has been opened and linked to cell 1, then door B will attempt to select cell 2 or 3. If there are more doors than destinations, such as 4 doors that link to 3 cells, the fourth door to be activated will select one of the already linked to destinations. The destination cell/worldspace will be reset, and the door that originally linked to that destination will revert to the random state (the next time that door is opened it will select a new 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.
I seems that this type of door was created to be used by Oblivion Gates. When the door is not an Oblivion Gate and/or the destination cell is not an Oblivion Interior, the behavior is different. In the example above, the fourth door will say it leads nowhere and becomes useless.


==Reference Fields==
==Reference Fields==
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