How would i stop the player from getting through a door unless they have a specific room key
My thing showed something different for a bit there my bad, What type of door? A custom one with the go to room chip or the regular v2 destination door? If using go to room chip, use the chip “Player owns Room Key” connect the output to an if along with its bool (Red) output to its value input (also red) on the if chip. If true execute go to room. False Show player the purchase prompt for the key
Just a v2 door set to go to a sunroom (idk if sunroom changes anything but RR circuits are very specific so I wouldn’t be surprised)
You could use a trigger volume so when the player goes near the door, it checks if they have the room key and unlocks thr door. You can also use the “Key Bought” event to unlock the door. Im not sure if the door can be local or not but thats another way. You could also do the key check when the player joins
That could work but I want it to be: if the player interacts with the door and they have the key they can go through, but if they don’t have the key it won’t let them through and show a purchase prompt for that key.
I dont believe you can do any checks when the player grabs the door itself but what you can do is lock the door, then have an interaction volume around the door so if the player doesnt have they key it will keep the door locked and then prompt the player for the key purchase. Then if they try to grab it again with the key bought, it will unlock the door and disable the interaction volume so they dont click it again
I’ll try it.
You can edit into the room door circuit board, and disconnect the event “Player Used Door” from the “Go To Room” chip, and insert an “If Player Owns Key” chip in between
You can edit components circuit boards?!!
Yep it is very helpful
How did I never know this
How would I wire that
There is a chip called Player Owns Room Key.
This will most likely be the “key” to accomplishing this. Get the pun?
Put an Interaction Volume
around the door handle/knob. When a person clicks the door knob, If
the Player Owns Room Key,
then either:
A) Open the Door via. Animation
B) Set Position
of the player using the chip shown at the start of the sentence.
So, Interaction Volume Get Is Pressed wires into an Player Owns Room Key chip. Get the player who used the interaction volume and check If the player owns the room key (Use the Boolean value on the Player Owns Room Key as the bool in the If chip.). Use the then output to trigger either A or B listed above.
Hope this helps!
If you are talking about an destination door, as @gg_man1 said, you can edit it’s circuit board to fiddle around with it. Just insert the setup I mentioned without the interaction volume, and you’ll be good!
Can you show a picture of how to set up a destination door
Yeah Ik that but like could you take a picture with all the circuits in and connected
This is good – you got it!
Here’s a quick video showing you everything you need to set this up.
This circuit graph will allow players to travel to a room if they own a specified key, and prompt them with the purchase prompt if they do not.
Configure the “Room Key” constant chip to the key in your room, and configure the “Destination Room” constant chip to the room you want them to go to.
You also will need to configure the door to a destination, however the actual location they will end up in is dependant on what room you configure the “Destination Room” constant chip to.
For cleanliness, I deleted every other chip inside of the room door circuit board as you only need the event sender within the scope of the door.
Hope this helps!