Ok. So I have planned a multy-stage boss fight that has the room change shape quite a few times via pressure plates triggering the room shifts, so kiting makes things a bit more interesting during the fight.
so, I want to trigger a few things every time the room changes;
- Screen Shake and dust from the ceiling, I can do this myself more or less
- Earthquake-ish sound, i will find a suitable sound for this as the current earthquake sound lasts forever
- many many secret doors open while others close, thus creating different room configurations.
it's that last one that causes me the trouble. I figure I'll settle on 5 room configurations to cycle through beginning to end. Now I want to handle the configuration changes via hidden plates that are monster triggered so that kiting this monster gets interesting. I considered manually doing this with pressure plates but I KNOW there is the multy-similar entity script out there that will help a boatload, I've used it before. However I've never used it the way i think I need to use it now.
One thought on how to minimize the confusion is to name the doors in the configurations individually so like; sd_rm_cfg_1_1, sd_rm_cfg_2_1, etc... the 1st number being the room configuration and sd and rm meaning secret door and room respectively. anyway, as the various plates get triggered i need the script(s) to close or toggle secret doors so dropping ones and opening others in a manner that changes the shape of the room and thus the dynamic of the fight and hopefully the player is kept on their toes.
I'm wondering do I;
Code: Select all
function activate()
for i=63,85 do
local door = findEntity("sd_rm_cfg_1_"..i)
if door then
door:toggle()
end
end
end
function activate()
for i=63,85 do
local door = findEntity("sd_rm_cfg_2_"..i)
if door then
door:toggle()
end
end
end
so room cfgs are as follows;
1)1x7 hallway triggers the monster when the player reaches the end of the hallway.
2)The mid-point of the 1x7 opens up into a 3x3 room for initial combat.
3)Said 3x3 room then closes the remaining of the 1x7 and extends the 3x3 east and west if looking at it from above into a 3x5 room.
4)the 3x5 room can then mutate into a 5x7 north to south.
5)the 5x7 will then collapse to a 3x7 n->s.
or
6)the 5x7 will open up to the entire 7x7.
What I need to work out is the easiest way to do this.
by now I'm thinking of using some sort of "scan area for monster + Player = room cfg change" script.
oo! i could do on death hooks and swap the monster with an identical or possibly similar but with a different particle attached, obviously with a blinding flash/particle effect to hide the change. the hooks can fire off the cfg changes as well... can i possibly set up a "switch to cfg 2" script?
well welcome to the view inside my head... confusing enough for you?
WALL OF TEXT WOOOO!
Edit: on now that ihave it kind of functioning how i want, some walls/secretdoors are walk through-able im looking at about 200 doors now i have to check and replace manually... wtf man this is some frustrating bull.
Edit: fixed it.