Door

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Door Dialog

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 such as to another cell. When activated the actor is teleported to that other reference.

Door Dialog

  • ID: Unique identifier 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 destructible.
  • 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: A warning will be displayed when trying to place this object in the world.
    • 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 sync.
    • Sliding Door:
    • Hidden: The door won't show on the local map.
    • Automatic Door: The door will activate automatically, moving the player into the cell the door teleports to once they are close enough to it. Range is determined by fAutoDoorActivateDistance.
    • Minimal Use: This keeps NPCs from using the door as a shortcut (e.g. So if you have a shortcut to Megaton out in the wilderness, and you don't want those traveling merchants using it to get there quicker, you might need to set it to minimal use).
    • Visible When Distant: Will be added to generated Object LOD if a corresponding LOD model exists.
  • 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, they will always go to the same location. However, if they reload to a save game from before they activated the door for the first time, it will generate a new random destination.

If multiple doors can randomly link to the same destination, the game will attempt to pick one that has not been picked yet. For example, if doors A and B both randomly link to cells 1 2 and 3, 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.

Bugs

  • If the Automatic Door flag is set on a non load door the player will get frozen in place and be unable to move until the game is exited.

Notes

  • If a teleport door with the Automatic Door flag links to another teleport door that has the same flag the player will get stuck in a infinite loop.

See Also