making an exit visible and/or invisible?
tdhddewar92
26 Nov 2012, 17:32Hi again,
Just need help on one more aspect of my game.
I have an exit that leads to another room, but it shows immediately at the beginning in the description. I don't want it to appear until the "door symbols" object is visible, but I am not sure how to make an exit invisible/visible. Is there a way to do this?
Thanks,
Tom
Just need help on one more aspect of my game.
I have an exit that leads to another room, but it shows immediately at the beginning in the description. I don't want it to appear until the "door symbols" object is visible, but I am not sure how to make an exit invisible/visible. Is there a way to do this?
Thanks,
Tom

Pertex
26 Nov 2012, 17:57If I remember correctly, it will be possible to create invisible and scenery exits in Q5.3
The Pixie
26 Nov 2012, 20:41Or start it somewhere else and move it to the location during the game.

guzmere
26 Nov 2012, 21:51I'm not sure what you want but is it possible you could create an exit once that certain conditions have been met. It might be a little easier that way.Chin up, keep smiling. Terry.





sgreig
26 Nov 2012, 23:55There are different ways you could tackle this. First, you could just create the exits on the fly when the door symbols object is discovered.
The second way you could do it would be to create the exits in advance and have them hidden in a dummy room,and move them back to the original room when the door symbols object is discovered.
The third way would be to not bother with actual exits at all. You could just create commands localized to that room that move the player to the other rooms, and have the room description as a script that only mentions the exits when the door symbols object has been discovered.
I think those are about the only ways to go about it.
The second way you could do it would be to create the exits in advance and have them hidden in a dummy room,and move them back to the original room when the door symbols object is discovered.
The third way would be to not bother with actual exits at all. You could just create commands localized to that room that move the player to the other rooms, and have the room description as a script that only mentions the exits when the door symbols object has been discovered.
I think those are about the only ways to go about it.
tdhddewar92
27 Nov 2012, 14:59Hi
Thanks for the help everyone, but I have been trying to resolve this issue with your suggestions but cant seem to make it work myself.
It would really help me and I would be grateful if either someone posted a step-by-step solution to create an "invisible" or "visible" exit or amend this posts attachment so I know what to do in the future with this sort of thing.
Many thanks,
Tom
Thanks for the help everyone, but I have been trying to resolve this issue with your suggestions but cant seem to make it work myself.
It would really help me and I would be grateful if either someone posted a step-by-step solution to create an "invisible" or "visible" exit or amend this posts attachment so I know what to do in the future with this sort of thing.
Many thanks,
Tom

jaynabonne
27 Nov 2012, 15:25I personally would go with The Pixie's idea:
1) Create a normal exit from the room you want to the room you want using the Quest editor.
2) In the Quest tool, grab that exit and stick it somewhere else - perhaps in a hidden holding room. Someplace it can't be seen or found.
3) Then when you want it to appear, just do MoveObject on that exit into the room you want or simply set its parent to that room. Voila! It will appear.
1) Create a normal exit from the room you want to the room you want using the Quest editor.
2) In the Quest tool, grab that exit and stick it somewhere else - perhaps in a hidden holding room. Someplace it can't be seen or found.
3) Then when you want it to appear, just do MoveObject on that exit into the room you want or simply set its parent to that room. Voila! It will appear.