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Lock Offset - Help Needed

Posted: Fri Nov 16, 2012 4:40 am
by pferguso
I made a modified lock that is offset so that it appears on the pillar next to the door that it is meant to open. But the game will only let me position the mouse in the exact center of the door to use the key on the lock. Is there any way to make it where the key has to be used over the place where the actual lock appears? I've tried tinkering with anchorPoints on the lock, but nothing works. Any help would be appreciated.

Re: Lock Offset - Help Needed

Posted: Fri Nov 16, 2012 4:48 am
by Neikun
I think you will have to modify the node of the lock in the GMT. I would give this a shot, but I'm tired and going to bed very soon. Someone else might give it a shot, though.

Re: Lock Offset - Help Needed

Posted: Fri Nov 16, 2012 4:57 am
by Komag
You could hack the whole deal with alcove, socket, key lock sound, etc

Re: Lock Offset - Help Needed

Posted: Fri Nov 16, 2012 1:57 pm
by Neikun
I was playing with moving it in the model toolkit, but I can't seem to get the activation node to move with the model.

Re: Lock Offset - Help Needed

Posted: Mon Nov 19, 2012 9:44 am
by pferguso
Ok I found a solution. What I ended up doing was creating a cloneObject of a dungeon locked door, and swapping the wooden door model with the dungeon porticullis. The dungeon locked door object allows for a horizontal offset for the lock location. So I was able to use my custom pillar lock, which was just there for looks, but I made the door lock offset so that the location for inserting a key would be right over where the pillar lock was located. Now I can have nice compact jail cells with keyholes on the pillars right next to the door!