Item Positioning
Item Positioning
How might one more finely specify the positioning of items on the floor/altars/alcoves? Say, for example, I wanted to hide a key under a tattered cloak, and put them both off to the right side of an alcove, while placing a knife to the left side so it is clearly visible. I thought this might be possible via scripting, but the editor certainly doesn't allow for such placement.
Re: Item Positioning
not sure about alcoves, but on the ground it's:
itemid:setSubtileOffset(x, y)
see this thread:
viewtopic.php?f=14&t=3099&start=20
itemid:setSubtileOffset(x, y)
see this thread:
viewtopic.php?f=14&t=3099&start=20
Finished Dungeons - complete mods to play
Re: Item Positioning
I'm afraid there's no such feature in alcoves/altars and I can't think of a way to circumvent the limitation right off the top of my head either.
Steven Seagal of gaming industry
Re: Item Positioning
Try these:
Paste them into the objects.lua file. You can stack them on top of each other without worrying about z-fighting.
Code: Select all
cloneObject{
name = "dungeon_alcove_left",
baseObject = "dungeon_alcove",
anchorPos = vec(-0.4,0.85,0.2),
targetPos = vec(-0.5,0.85,0.2),
targetSize = vec(0.25,1,0.25)
}
cloneObject{
name = "dungeon_alcove_right",
baseObject = "dungeon_alcove",
anchorPos = vec(0.4,0.85,0.2),
targetPos = vec(0.5,0.85,0.2),
targetSize = vec(0.25,1,0.25)
}
cloneObject{
name = "dungeon_alcove_center",
baseObject = "dungeon_alcove",
targetPos = vec(0,0.85,0.2),
targetSize = vec(0.25,1,0.25)
}
Re: Item Positioning
Good thing for the new map reload button, took a lot of tries to get the click box right.Komag wrote:tricksy! I like it!