Dungeon Architect

@ Hello again, I think I might have found another possible bug.

In an attempt to create key/lock combinations I use the ‘Event Emit Markers’ where I do a Query->**GetRandomCellOfType **with type room. I do this twice in a row. The result of both is the same cell index, so I won’t get two different rooms as I want.

It works correctly if I use **GetRandomCell **instead, which I now use as a workaround.

EDIT: How would I go about traversing the dungeon ‘tree’ graph you create? I want to create key/lock puzzles that are guaranteed to be solvable, and thought I would traverse up and down the tree to place locks and keys. Is there another way to do this?

I now use ‘GetOpeningPointBetweenAdjacentCells’ that gives me the location of the spot between two rooms, so I can place a locked door there. However, the return value is a Vector and not a Transform - so I don’t know which way to rotate the door. How would I do this?

If I use ‘GetDoorBetween’ with the same cell ID’s as input values, I never get a door struct - why is this? How do I use ‘GetDoorBetween’? I guess I can use ‘GetDoorExits’ to get the transforms/directions that I need?

I would love some more documentation for the query functions.