I opened the gates several times from the inside for my coop buddy. I guess that was a helpful bug. In any case I want to know where should I edit in order to make gates opened several times in one session. If it is possible of course. Since it is frustration to start from the very beginning just because the games crashed or similar matter.
SoT
file: scripts\game\quests\homesteadstepsoftormentbosses.lua
Line: 157
function gd.quests.homesteadStepsOfTormentBosses.epicDoorOnInteract(objectId, userId)
local player = Player.Get(userId)
local door = Door.Get(objectId)
if (door != nil) then
if player:HasItem("records/items/crafting/materials/craft_skeletonkey.dbr", 1, false) && doorPermaLocked == false && doorBossDead == true then
-- Mark the door as locked permanently for all players
doorPermaLocked = true
QuestGlobalEvent("stepsOfTormentEpicDoor")
-- Consume key to unlock door
door:Open()
player:TakeItem("records/items/crafting/materials/craft_skeletonkey.dbr", 1, false)
UI.Notify("tagNotification_WarningGatesOfAnguish")
elseif player:HasItem("records/items/crafting/materials/craft_skeletonkey.dbr", 1, false) && doorLockedWarning == false && doorBossDead == true then
--doorLockedWarning = true
--UI.Notify("tagNotification_WarningGatesOfAnguishLocked")
door:Open()
end
end
end
function gd.quests.areaDBastionOfChaosBosses.epicDoorOnInteract(objectId, userId)
local player = Player.Get(userId)
local door = Door.Get(objectId)
if (door != nil) then
if player:HasItem("records/items/crafting/materials/craft_skeletonkey.dbr", 1, false) && doorPermaLocked == false && doorBossDead == true then
-- Mark the door as locked permanently for all players
doorPermaLocked = true
QuestGlobalEvent("bastionOfChaosEpicDoor")
-- Consume key to unlock door
door:Open()
player:TakeItem("records/items/crafting/materials/craft_skeletonkey.dbr", 1, false)
UI.Notify("tagNotification_WarningBastionGates")
elseif player:HasItem("records/items/crafting/materials/craft_skeletonkey.dbr", 1, false) && doorLockedWarning == false && doorBossDead == true then
--doorLockedWarning = true
--UI.Notify("tagNotification_WarningBastionGatesLocked")
door:Open()
end
end
end
I havnt tested it or looked much into it, just from that function alone I assume its going to do the trick.
And Im posting the changes rather than the changed file so you can do it yourself for any future locked doors (if its working :D)
EDIT: the change will still require the player to have a key, if you dont want it remove it from the elseif so it just says
elseif doorLockedWarning == false && doorBossDead == true then
door:Open()
end