You have to click on the left or right edge of the alcove to place the left and right objects.
I'm pretty sure targetPos & targetSize refer to the placement and dimensions of the "click box" to add.
These numbers will probably need to be adjusted to fine tune it.
Keep objects like swords in mind because they may clip the sides if placed left/right.
I moved the boxes back a bit because items weren't sitting in as snugly as they do in the standard alcove.
Code: Select all
defineObject{
name = "dungeon_catacomb_alcove_left",
class = "Alcove",
anchorPos = vec(-0.4, 0.75, 0.3),
targetPos = vec(-0.5, 0.85, 0.2),
targetSize = vec(0.6, 0.5, 0.6),
placement = "wall",
replacesWall = false,
editorIcon = 92,
}
defineObject{
name = "dungeon_catacomb_alcove_right",
class = "Alcove",
anchorPos = vec(0.4, 0.75, 0.3),
targetPos = vec(0.5, 0.85, 0.2),
targetSize = vec(0.6, 0.5, 0.6),
placement = "wall",
replacesWall = false,
editorIcon = 92,
}
A solution that I like better is 2 items close to the center but no dead center item (sword is on left).
Code: Select all
defineObject{
name = "dungeon_catacomb_alcove",
class = "Alcove",
anchorPos = vec(0, 0.75, 0.3),
targetPos = vec(0, 1.3, 0),
targetSize = vec(0, 0.5, 0.6),
model = "assets/models/env/dungeon_catacomb_empty.fbx",
placement = "wall",
replacesWall = true,
editorIcon = 92,
}
defineObject{
name = "dungeon_catacomb_alcove_left",
class = "Alcove",
anchorPos = vec(-0.2, 0.75, 0.3),
targetPos = vec(-0.2, 0.85, 0.2),
targetSize = vec(0.8, 0.5, 0.6),
placement = "wall",
replacesWall = false,
editorIcon = 92,
}
defineObject{
name = "dungeon_catacomb_alcove_right",
class = "Alcove",
anchorPos = vec(0.2, 0.75, 0.3),
targetPos = vec(0.2, 0.85, 0.2),
targetSize = vec(0.8, 0.5, 0.6),
placement = "wall",
replacesWall = false,
editorIcon = 92,
}