Lighting?

Rogue Hex

Look, Ma! Two Heads!
I just finished creating a nice little underground ghoul sanctuary in the Den. After much editing and sorting out numourus problems there wre a few questions that i had.

Mainly, no matter what i try i cant seem to get a source of lighting in the room. I have lights on the walls yet the room is still dull. I know there will be a simple solution to this but i just couldnt find it so a little help would be nice.

Also, i just wanted to ask...the doors which i used were simple wooden ones and really i wanted to use red and yellow access discs to lock and open them. Like the ones they use in the ghoul reactor and some other parts of the game. Is it possible to attache these to wooden doors or only the large metal doors that have the red and yellow clearance symbols on. I've tryed attaching the scripts of these doors to the wooden ones in the bunker and then useing the neccesary red and yellow key cards from the reactor to lock them but nothing happens.
Is it that these have to be placed on the correct type of doors which dont fit in what i've created.
This isnt that much of a big deal, i've used a key script from somewhere which seems to be working fine for now.

Ciaos
 
lighting is done by putting light scource objects into the map, and adjusting their settings.. ( scenery tile 140 )

look at arcaves map for example.. turn on "toggle block obj view" from the tools menu..
 
as for the doors not locking, the ones in the reactor are not locked if you test them in the editor.. ( f8 )
they are just trapped...
the script locks them the first time you enter the map..

try saving your map and trying it through the game..
 
Thanks. Do you know any way that i can change the scripts so that they work as normal locked doors except the you can use the yellow and red key cards to open them? Or is this not possible?

I know im asking a lot but it would be good if you could possibly help me on this.

Cheers
 
they should work "in-game" but they don't work right in the editor because i don't think it calls the map_enter_p_proc procedure in the editor.. which is where it actually locks the doors..

i'm in the middle of a mod and have changed many of the in-game maps to ours, one of which is the gecko reactor map, so i cannot test this theory..

alternatively, you could try looking for other doors that need the keycards to open them.. such as the outer door to the deathclaw cell in navarro..
 
cheers.

I'll try both, i'd forgot about the door in Navaro which contains the deahclaw needed a access card.
 
on a side note ( and with my apologies to the board admins for going off topic.. )...

the popups on your sites forum rogue are crippling it.. i got 5 levels of pop ups come up just to get to one message... which was then crushed into about an inch on the left...
:shock: :oops: :( :cry: :evil:
 
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