Secret Passageway Entrance.
The secret passageway in Lord Dalkstan's room is entered via a trapdoor opened by a switch. The switch also lowers a portcullis at the same time to stop any hostile creatures from following. The initial trapdoor was thought up and implemented by Garrotte - so credit must go to him for helping. This is the first I have looked at how he made it work, so there may be errors.
Step A - The switch or button
First you must choose either a switch or button. In Thief 2 I used the premade torch switch. In Thief 1 I altered a book to act as a button. To set up such a book you need to give the book a StdButton script (standard button):
Go to properties->add->s->scripts
and enter StdButton in the "Script 1" field.
Step B - The portcullis.
The portcullis is a standard portcullis with frob info, dimensions and translation altered. It is set within a thin air brush so its top is barely visible. If there were no airbrush it would suddenly come into view when half-way into its "open" position.
There are two ways to make the portcullis unfrobbable. The first is to give it the metaproperty "FrobInert".
Alternatively you can set all frob info to none.
And untick all options in the drop-down menus.
This method does appear to be more stable, but at times setting frobinfo this way seems to generate a group of "An Object"s at 0,0,0 - something which is cured by saving, exiting DromEd and reloading your mission.
Dimensions are set in the usual way:
And the model->dimensions settings.
The last stage in preparing the portcullis is setting its translation.
and alter the fields within to suit your mission.
Once you are happy with the settings, you need to link your switch/button to it with a Control Device.
Select add
and apply the following settings:
Step C - The trapdoor.
The trapdoor is a modified secret door that is teleported away when the switch/button is used. There are several alterations to make.
First set it to be unfrobbable using one of the methods above. Also set the dimensions to match your requirements.
Now we need to determine whether it needs to be rotated at all after it is teleported. If you are moving it to a "blue room" or a large area of solid, this step is not needed. If however, you need to place it in a tight area this may help.
Select properties->add->Tweq->lockstate.
And set the target angle to the angle you require.
Now place your TeleportTrap to where you wish the door to be moved and set up the following links using the above method:
Go back into game mode, test, make any alterations you wish and save.
Step C - Making the trapdoor look (and sound) the part.
The secret door starts out with a big "0" on it. This is a texture which can be replaced with a texture of your choice. To do this:
Select add->properties->shape->TextRepl0 (replace texture 0)
and enter the path you noted in the box
Your door should now have the correct texture, but it may be too bright/dark and stand out. You can either hide it with appropriate lighting, alter the amount of "self illumination", or a combination of both to reduce its visibilty. The lighting is down to the individual mission design. The self-illumination is altered by:
And setting it to an amount (0=none, 1=maximun) which fits your mission.
Once you are happy with the way the door blends in, you need to set it to the appropriate material type so it doesn't sound out of place when you walk on it. A stone floor that sounds like wood is a big giveaway.
And choose the correct material type from the cascading menus.
You should now have a fully functional, properly disguised, secret entrance.
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