I'm currently working on a dungeon where most of the walls are secret doors and I'm trying to find a way to make it so when a troll charges a "wall" it "breaks." I figure there must be a way to script it so when the secret door gets charged at, the secret door opens giving the illusion that it broke.
I have been programming for many years, but I'm a little rusty. If anybody could help me I would be very thankful.
As a side note:
I have managed to create a destructible wall by making the wall a blockage class object, but using this method, the wall stands in the middle of tiles, so it really doesn't work for what I want to do.
(help) Destructible wall
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Re: (help) Destructible wall
For my EOB mod I made a simple 3D object (in blender) - cube, add textures, import through GMT, and use it as cloned blockage. Then it is simple to create any function to destroy it by destroy() (or use standard blockage variables like brokenModel, health, evasion etc.).NickLavic wrote:I'm currently working on a dungeon where most of the walls are secret doors and I'm trying to find a way to make it so when a troll charges a "wall" it "breaks." I figure there must be a way to script it so when the secret door gets charged at, the secret door opens giving the illusion that it broke.
I have been programming for many years, but I'm a little rusty. If anybody could help me I would be very thankful.
As a side note:
I have managed to create a destructible wall by making the wall a blockage class object, but using this method, the wall stands in the middle of tiles, so it really doesn't work for what I want to do.
It can be used as an illusion wall of course - look at my video: http://www.youtube.com/watch?v=D7QsUQKaK4E
Wall (cube) in GTM:
[MAP] Interactive Maps of Isle Nex - using Google maps technology
[MOD] Eye of the Beholder: Waterdeep Sewers - recreation for Grimrock
www.oldgames.sk
[MOD] Eye of the Beholder: Waterdeep Sewers - recreation for Grimrock
www.oldgames.sk
Re: (help) Destructible wall
Thanks, but like I tried to explain, using an object that uses a whole tile isn't going to work for me. If I use your trick, the size of my dungeon will literally double and it's big enough as it is. This is why I really think that using secret doors would be a better option in my case, if it is possible.
I also forgot to mention, I only want the Ogre to destroy the walls, not the player/party.
I've been looking through the Asset Definition Reference and I'm guessing I would have to change the onAttack hook of the Ogre... I'll might try that.
To avoid confusion, I meant Ogre in my first post. They look like Trolls to me.
I also forgot to mention, I only want the Ogre to destroy the walls, not the player/party.
I've been looking through the Asset Definition Reference and I'm guessing I would have to change the onAttack hook of the Ogre... I'll might try that.
To avoid confusion, I meant Ogre in my first post. They look like Trolls to me.