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Scc0357 [Finished]
04-30-2008, 03:51 PM,
#11
 
Quote:Originally posted by Hegemege
If player can use tcl he propably can use the unlock command also.
That's exactly my point, the player can always cheat.

Quote:Originally posted by Hegemege
Player can cheat also by clicking the chest and typing unlock, so it doesn't matter whether its locked without or with a key
It does matter, the key is useless and creates a cross reference between the key and the container for no reason.
Dum loquor, hora fugitĀ  - While I speak the time flies



Ovid 43 BC - 17 AD
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04-30-2008, 05:28 PM,
#12
 
Quote:Originally posted by sandor

It does matter, the key is useless and creates a cross reference between the key and the container for no reason.

Ok I just thought about it because i.e if you look the First Edition vendor chest, its locked as needs a key wihtout assigned key.

So I copied that method and I thought that it would be needed alwas for vendor chests.

Thanks for info

How about the review?
Programming language knowledge: C#(+XNA), Python, C++, main interest is game programming with so far a few succesfull test projects on the first two platforms.

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05-01-2008, 11:34 AM,
#13
 
Quote:Originally posted by Hegemege
(But if you don't assign a key for door when NPC sleeps, then it's different. Thus the owner can't go out if he/she doesn't have lockpicks)

And, the file...
When the district has been finished I'll recheck all of the interiors and create a good balance between doors and containers that can be picked and those who need a key. It depends on the items inside the houses and the chests.
It should be fun for a beginning character and for an advanced PC as well.


Don't check "persistent reference" on doors for no reason.
Check the efficiency paragraph.

It's a nice interior and the file has been merged. Smile
Dum loquor, hora fugitĀ  - While I speak the time flies



Ovid 43 BC - 17 AD
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