I’m frustrated. How does one set a tileset where your PC’s can’t see what’s in the next room? Sometimes they cheat and just use some magic (i.e. I have a magic rope item) that allows the PC to move up to a ridge)…they use that to go through a thin part of a cave complex wall to go into the next room.
So:
Is there a way to stop the PC looking into what’s in the next room as most of my tilesets allow you to see that.
How do you stop jumping through walls or past portcullis doors for example
You can use invisible placeables to block movement in some circumstances. In others, where the player is exploiting a limitation of the engine, I’d probably engineer suitable unwanted results. For example, if they enter a room through a wall, you can catch that by placing a trigger just inside the doorway, and using that to put a local variable on the player. Then, place a trigger that covers the entire room, except for the area directly in front of the doorway. That way, when they enter the room without coming through the doorway, you’ll know it by checking for the variable when they step into the larger trigger. Then, make bad things happen to them! Such as “Oh no, as you were trying to wedge yourself through a small gap in the wall, you slipped and fell into the room, landing awkwardly on your <item/weapon/whatever>! You not only broke the item, but you’ve suffered severe injury and will probably die and turn to dust in here, forgotten and alone, an utterly forsaken soul lost to the ages. Oh well. Probably should’ve just used the door.”
Or some such. LOL.
As for seeing into adjacent rooms, I think an inverted black one-side box (so you can see ‘out’ but not ‘in’ could be made and placed over important rooms to prevent that from happening. Not sure I’ve seen that anywhere though…
Thanks JFK. I remember you from years ago. It’s nice to see a familiar name. Creative ideas but lots of work to implement…sigh…but thanks. I appreciate your knowledge. Too bad the tileset walls for the caves I use can’t be solid. I also hate the new NWN:EE where when you walk by an placeable or building or hill, etc it turns transparent…hate that feature…wish we could turn it off.
Nice to know you remember me too bud. Been a few years. …Yes if I could disable the “keyholing” on the server that would be great. My NWN skill sets are super rusty. I remember you were very helpful back in the day when I was on the CCP…then I was helping Barry on the CEP.
Ok I read it…I sort of understand what you said there. I am no scripter nor know how to add “variables” on how to prevent PC’s from seeing into the next room. One guy in response to that thread said if one is using a custom tileset that we should ensure that on the Advanced tab to set it to “interior”. I checked mine was and to “underground” too for my cave tileset. Still I and the PC’s can see into the next room. It sucks. I remember when you couldn’t see what was in the next room. You know how to fix this or is this something EE might fix later on?
Also…I tried to update NWN:EE on GOG (went to check) don’t even know where to do that, but from what I have read…STEAM is really like 4 patches ahead of GOG (well Beta testing patches).
I am also frustrated…BlackRider’s suggestion fixed the Keyholing issue but now I get this stupid set of commands (Resman \ Net \ Config \ Steam) top left corner that won’t go away. Do you happen to know what key shuts this off?
Thanks for your help…I remember you too from back in the old days.