Search found 32 matches
- Sun Jan 20, 2013 7:31 am
- Forum: Modding
- Topic: [GMT] Call for Model Toolkit V1.0 Feature Requests
- Replies: 41
- Views: 27892
Re: [GMT] Call for Model Toolkit V1.0 Feature Requests
How about linking actions on the model to actions on the animation? For example, I was recently moving the button model around to make buttons in new locations. To do this, several steps were involved. Select button node, translate it. Select button_frame node, translate it. Go to animation tab. Sel...
- Sat Jan 19, 2013 6:03 am
- Forum: Modding
- Topic: How to disable automap ina floor? (trying to make labyrinth)
- Replies: 25
- Views: 15866
Re: How to disable automap ina floor? (trying to make labyri
Nice. Implementing such mazes manually in the editor would be a crazy headache. With the power of code, now it can be done in a practical manner. The power of code compels you!
- Fri Jan 18, 2013 7:55 am
- Forum: Modding
- Topic: How to tell lit/extinguished torches in a sconce?
- Replies: 4
- Views: 3481
Re: How to tell lit/extinguished torches in a sconce?
Maybe you can use a custom alcove that looks like a sconce to accomplish whatever your in-game goal is?
- Thu Jan 17, 2013 4:19 am
- Forum: Modding
- Topic: How to disable automap ina floor? (trying to make labyrinth)
- Replies: 25
- Views: 15866
Re: How to disable automap ina floor? (trying to make labyri
Sorry for the downright horrible quality on the video, but hopefully you get the idea.
Keep in mind this method is a major pita to implement in the editor.
Keep in mind this method is a major pita to implement in the editor.
- Thu Jan 17, 2013 3:57 am
- Forum: Modding
- Topic: How to disable automap ina floor? (trying to make labyrinth)
- Replies: 25
- Views: 15866
Re: How to disable automap ina floor? (trying to make labyri
Yes, the secret doors appear as walls. That's why I suggested spawning regular (but open) doors over top of them to obscure the map. ------------------------- EDIT - Actually I just tried it and it doesn't work anyway. The regular doors don't show up on the map when they are placed on top of secret ...
- Wed Jan 16, 2013 6:54 am
- Forum: Modding
- Topic: How to disable automap ina floor? (trying to make labyrinth)
- Replies: 25
- Views: 15866
Re: How to disable automap ina floor? (trying to make labyri
Build the labyrinth out of secret doors in a giant open room, then place scores of open doors on every possible spot. If they open the map they won't get any information because it will just appear as a ton of doors. I suggest using a script to spawn the doors. Much cleaner than making them all manu...
- Tue Jan 15, 2013 9:02 pm
- Forum: Modding
- Topic: [SOLVED] Invisible barrier?
- Replies: 5
- Views: 4498
Re: [SOLVED] Invisible barrier?
Maybe it is the empty gate node? You only need it for doors.
- Tue Jan 15, 2013 12:17 am
- Forum: Modding
- Topic: [SOLVED] Invisible barrier?
- Replies: 5
- Views: 4498
Re: [SOLVED] Invisible barrier?
Perhaps the game code actually checks for closed doors to block movement and attacks, while the code governing spells actually looks to see if they collide with a physical object.
- Mon Jan 14, 2013 9:48 pm
- Forum: Modding
- Topic: [SOLVED] Invisible barrier?
- Replies: 5
- Views: 4498
Re: Invisible barrier?
Yep. Open up a door model in the GMT. Delete the gate node. Add a new empty node called 'gate'. Save-As. Then cloneObject the original door, using the empty model as its model and doorFrameModel. The door will be invisible, but it will still block the party and monsters, and prevent attacks from pas...
- Sat Jan 12, 2013 4:42 am
- Forum: Modding
- Topic: Two doors on the same location - glitch.
- Replies: 7
- Views: 4487
Re: Two doors on the same location - glitch.
I made an invisible door and placed it on an adjacent square as a 'fix'. My script checks on the status of my doubled-up doors and opens the invisible door when appropriate. Example: Two adjacent squares, [A] . The doubled up doors are on [A] facing -->, and the invisible door is on facing <--