Search found 32 matches

by Balthasar
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...
by Balthasar
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!
by Balthasar
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?
by Balthasar
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.
by Balthasar
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 ...
by Balthasar
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...
by Balthasar
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.
by Balthasar
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.
by Balthasar
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...
by Balthasar
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 <--