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Trying to make custom made doors, lockpickable.

FranticDan

Survivor
I'm trying to make a custom door to be lockpicked.
I keep getting an xml exception that I can't figure out.

"The 'block' start tag on line ##### position 2 does not match the end tag of 'property'. Line ##### position 4"

 

<block name="SwordDoor">
    <property name="DescriptionKey" value="doorGroupDesc"/>
    <property name="Class" value="DoorSecure"/>
    <property name="Material" value="Mwood_regular"/>
    <property name="PassThroughDamage" value="true"/>
    <property name="MaxDamage" value="19500"/>
    <property name="LightOpacity" value="1"/>
    <property name="Shape" value="ModelEntity"/>
    <property name="Model" value="Entities/Doors/house_frontDoor1_v1Prefab"/>
    <property name="ModelOffset" value="0,0,0"/>
      <property name="RandomTintColor1" value="255,206,7"/>
    <property name="DisplayType" value="blockMulti"/>
    <property name="MultiBlockDim" value="1,2,1"/>
    <property name="ImposterExchange" value="imposterBlock" param1="25"/>
    <property name="Tags" value="door"/>
    <property name="BlockTag" value="Door"/>
    <property name="Place" value="Door"/> <!-- build restriction -->
    <property name="PlaceEverywhere" value="true"/>
    <property name="AllowAllRotations" value="true"/> <!-- enables the 45 degree rotations -->
    <property name="Mesh-Damage-1" value="Door/Door_DMG0"/>
    <property name="Mesh-Damage-2" value="Door/Door_DMG1"/>
    <property name="Mesh-Damage-3" value="Door/Door_DMG2"/>
    <property name="Mesh-Damage-4" value="Door/Door_DMG3"/>
    <property name="Mesh-Damage-5" value="Door/Door_DMG4"/>
    <property name="OpenSound" value="open_door_wood"/>
    <property name="CloseSound" value="close_door_wood"/>
    <property class="RepairItems"> <property name="resourceWood" value="175"/> </property>
    <property name="DowngradeBlock" value="SwordDoor"/>
        <property name="LockPickItem" value="SwordKey"/>
        <property name="LockPickTime" value="4"/>
        <property name="LockPickBreakChance" value="0"/>
    </property>
    <property name="CustomUpgradeSound" value="place_block_wood"/>
    <drop event="Harvest" name="resourceWood" count="2" tag="allHarvest"/>
    <drop event="Destroy" name="resourceDoorKnob" count="1" tag="WasteTreasuresDoorHarvest"/>
    <drop event="Fall" name="terrDestroyedWoodDebris" count="1" prob="0.75" stick_chance="1"/>
    <property name="FilterTags" value="fdecor,fdoors"/>
    <property name="SortOrder1" value="7060"/>
    <property name="SortOrder2" value="0140"/> <!-- SortDoors -->
</block>


I've colour coded the lines in question.

 
It's because the door class cannot accept lockpick items.

I had to change doors to Class=Loot with a loot ID that had 0 loot in it.

 
It's because the door class cannot accept lockpick items.

I had to change doors to Class=Loot with a loot ID that had 0 loot in it.
Thank you! Got it working. It changes block to the House door, but it remains locked.
Do you know if there's a way to change it to its unlocked state from lockpicking?

I've fiddled around and it doesn't like it when you remove the 'Door' tag.

 
So what I have is 2 doors. A "locked door" that's actually a loot container (so it can be lockpicked) and then an "unlocked door" that's actually a door.

So the locked door uses Class=SecureLoot, the player unlocks it with lockpicking, which triggers the downgrade code into the unlocked door, which just uses Class=Door.

 
So what I have is 2 doors. A "locked door" that's actually a loot container (so it can be lockpicked) and then an "unlocked door" that's actually a door.

So the locked door uses Class=SecureLoot, the player unlocks it with lockpicking, which triggers the downgrade code into the unlocked door, which just uses Class=Door.
Ahh, the vanilla doors use the Class=SecureDoor, which allows it to be locked. But if I use Class=Door on the custom made door, then it won't have the option of having a locked state?

 
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