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Originally posted by PsycoAngel:
**This is a good idea (you have to load every time walking into and outo da house),
as Starkiller wrote, making an invisible npc (or an NPC that looks just like a door) would be the right thing to do, walking into the NPC will open up a dialog which asks "open the door?", your choises are "open" and "don´t open", simple, is it?
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Mmm.. This isn't the best way to do it (in my opinion). If you have 50 doors, then it means you need 50 blank NPCs. This clutters your main list of NPCs unecessarily, And since you are going to have to keep them stationary (they are invisible so you need them right over the door), then ut us really just a strange way of doing what Map events are made to do.
The cleaner way to do it would be to, in the Map editor, make a map event for each door on the map. Then lay down these events by each door (using the 'Events' Mode.
A good example of this is the dragon cave on the north side of the Midieval game wizard template thingy (that you can select when creating a new game).
This is a lot cleaner to handle in a large project, and also I would guess it is a much better use of memory and might even help draw times a small bit (since it doesn't even have to waste time thinking about drawing a transparent graphic (like with the NPC idea).
But you can do it however you like best.
-Jeff
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Experiences = Integrate( Life, {t, birth, death} )