bahsikava machinery

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AuthorTopic: bahsikava machinery
Apprentice
Member # 5620
Profile #0
dude...i moved the mirror from the first room in the wrong spot, and it destroyed the thing that opened the door. but the door didnt close, so i walked through it thinking that there wouldnt be a problem, and the darn thing closed and wouldnt open. i tried to go into the editor to just get rid of the dang door, but for some reason even when i saved it, there was no effect.
Posts: 15 | Registered: Thursday, March 24 2005 08:00
Infiltrator
Member # 5576
Profile Homepage #1
The game saves the state of the town that you are in, so you have to leave it and return for changes to take effect. . . but you're trapped in. s for how you can get out, I'm afraid I'm stumped. Take Out of Town would be a bad idea, because you don't really want to be outdoors. Do you have an older save file that you would be willing to go back to?

Edit: You could get out by doing this: find the t8door.txt file. Copy the original to safe location, an then alter it so that
beginstate INIT_STATE;

cur_terrain = terrain_in_this_spot();
i_am_open = 0;
i_am_locked = 1;

break;

beginstate START_STATE;
if (i_am_open == 0)
end();
if (((get_terrain(get_memory_cell(0),get_memory_cell(1)) != 384) &&
(get_terrain(get_memory_cell(2),get_memory_cell(3)) != 384)) &&
((get_terrain(get_memory_cell(4),get_memory_cell(5)) != 384) &&
(get_terrain(get_memory_cell(6),get_memory_cell(7)) != 384)))
{flip_terrain(my_loc_x(),my_loc_y());
i_am_locked = 1;
i_am_open = 0;
play_sound(-59);
}
break;
becomes

beginstate INIT_STATE;

cur_terrain = terrain_in_this_spot();
i_am_open = 0;
i_am_locked = 1;
flip_terrain(my_loc_x(),my_loc_y());
break;

beginstate START_STATE;

break;
This will make all of the door open when you load your save file. Run back up the stairs out of the town, save, put the original script back, and load your save file and continue playing.

[ Thursday, March 30, 2006 15:36: Message edited by: Niemand ]

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Master
Member # 5977
Profile Homepage #2
You know, you could do two things:

1) Just reload a save file and try to do it again. these doors close for a simple reason: when they don't have any energye or power which they previously received from a power source, they close. If I recall it correctly, some power sources weren't on constantly, and would turn off for a short period of time.

2) Look in the walkthrough supplied with this scenario.

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Posts: 3029 | Registered: Saturday, June 18 2005 07:00
Off With Their Heads
Member # 4045
Profile Homepage #3
If this person is really talking about the first room, then none of those things will work. Open the town's script (t8Machinery.txt), and change this:

beginstate START_STATE;
if (tick_difference(tick,get_current_tick()) >= 4)
{flip_terrain(30,46);
tick = get_current_tick(); }
break;
into this:

beginstate START_STATE;
set_terrain(29,41,15);
if (tick_difference(tick,get_current_tick()) >= 4)
{flip_terrain(30,46);
tick = get_current_tick(); }
break;
Leave the town, revert the lines to their original form, and re-enter the town.

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Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
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The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Infiltrator
Member # 5576
Profile Homepage #4
Oops, powereddoor is the relevant door script, not t8door. Your way is simpler in any case, Kelandon.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00