The Custom Alcove Thread. (Neikun, Batty and Crisman)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Neikun
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Neikun »

I've been trying to figure out how to get an item down that grate/allow it to be retrieved.
How exactly did you get it down there? Alcove on the wall with position away from the wall and far far down?
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Batty
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Batty »

oooh that's a good one!
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crisman
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by crisman »

Okay, seems there is a problem with jonh's gmt. We'll see if it's a bug or something else!
Anyway, the script is already done, so once the program is fixed I'll need only 5 minutes.
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crisman
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by crisman »

Neikun wrote:I've been trying to figure out how to get an item down that grate/allow it to be retrieved.
How exactly did you get it down there? Alcove on the wall with position away from the wall and far far down?
Yes, exaclty.
Here's the script
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cloneObject{
name = "drainage_alcove",
baseObject = "ornate_lock",
anchorPos = vec(0, -2.5, -1.2),
anchorRotation = vec(0, 0, 0),
targetPos = vec(0, 1.3, 0),
targetSize = vec(0.3, 0.3, 0.3),
onInsertItem = function (self, item)
return item.name == "ornate_key" and self:getItemCount() == 0
end,
}
Right now it's just a joke, since I've placed a lock in front of the alcove with nothing linked, so if you use the key on the lock, the key will fall down the drainage. Of course, you need to place a drainage as a deco. I'll figure out a way on how I can retrive the key :D
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crisman
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by crisman »

Okay, I've done something interesting. Using the spear you'll be able to take the key out from the drainage.
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Image
Usinge the spear on that spot...
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Image
...will retrieve the key!
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Image
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Neikun
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Neikun »

Nicely done!
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crisman
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by crisman »

I'll change the script a little bit, and then I will share it
@neikun thank you :D

EDIT: Here's, now it works with everything - I hope you don't use it to pick up a shield from a drainage... what the hell... - , and with multiple items. Using the spear will only pick one item at the time. You cannot place anything in the drainage by purpose, but only in the editor.
Another interesting thing done with alcoves. Cheers.
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cloneObject{
name = "drainage_alcove",
baseObject = "eye_socket_left",
anchorPos = vec(0, -2.5, -1.2),
anchorRotation = vec(0, 0, 0),
targetPos = vec(0, 0.25, 0),
targetSize = vec(0.3, 0.3, 0.3),
onInsertItem = function (self, item)
if item.name == "legionary_spear" then


for i in self:containedItems() do

spawn(i.name, party.level, party.x, party.y, party.facing)

i:destroy()

return

end

if self:getItemCount() == 0 then

self:destroy()

end

end
return false
end,
}
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Trap
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Trap »

haha that's awesome
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crisman
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by crisman »

Done with the hook. Cheers to John that helped me with gmt, now the hook is on the wall!
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Neikun
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Neikun »

Hey! Get that code in here pronto!
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