Tavern visitors open doors......seriously?

I have a tavern building next to my base and noticed today, that patrons spawn inside the base and open the doors of my base to walk over to the tavern.
This is just wrong, I already hated that worker thralls were opening doors (1 of them constantly, basically the door was always open) and creating a risk during pvp time.
But now the tavern patrons as well? Really?
This basically means, i need a base somewhere remote without thralls and without tavern to log out?
Sorry, but this is beyond stupid

4 Likes

Seriously. Please include doors and gates into the thrall can’t interact with function.

4 Likes

Oh ya. On the beta I had an open center court yard where patrons dropped in on log in, then the crowd would go back and forth between the 2 doors to the bar. One would open the door to enter, the rest would go to the other door. And continue to bounce back and forth till they were all in the bar. It was so irritating I took the doors off.

2 Likes

You guys forgot to put up the “Employees only” signs, didn’t you. :stuck_out_tongue_winking_eye:

1 Like

Well, it is kinda “realistic” in a sense.

I never liked to host events in my home because people will eventually open doors they are not supposed to. I guess the only thing is that in your home, and modded servers, door locks DO work.

I remember a long time ago I suggested Funcom to add some kind of external control to door in which it is not the door itself that decides if it can be open or not. As my previous suggestion about detaching the the customization from the action Animation Blueprint went on, I tried it, and it was not accepted. It would get things very easy now … I guess.

totally :smiley: but FC doesn’t let us…landlords…

the easiest way is to actually go into character AI , input a route to open door accessible and then make branch , Is door X , has permission to open y/n If no then add list of actor of door to do not open … try another way or make C++ to the nav mesh and cut its AI route from using that door or seeing it … and then do the same for other … SoulMask has this feature and it works as what all people want for their thrall settlements.

yeah, no.
Nothing Soulmask does in terms of code is good coding. Soulmask is practically a sample project of Unreal Engine with asset flips.
All that you said is just “guess work” on who something works.

That if I pretend to understand what you said in a way it makes sense, because what you said does not.

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