[MOD] Door on floor placement

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montagneyaya
Posts: 103
Joined: Tue May 01, 2012 11:08 pm

Re: [WIP] Door on floor placement : Beta

Post by montagneyaya »

version 0.5
--debug door for object thrown
--debug door for spell
download v.0.5.zip in dropbox
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Xanathar
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Re: [WIP] Door on floor placement : Beta

Post by Xanathar »

Don't know if this is the issue or not but the code

Code: Select all

   for i in entitiesAt(door_level,door_x,door_y) do
      entity_destroy = findEntity(i.id)
      if entity_destroy.id ~= "blockage_door_"..door_number then
         entity_destroy:destroy()
      end
   end
Destroys all entities in that tile (except doors), which might include projectiles or others I don't know of. (Not sure of this, just guessing).
I would also do the comparison on name instead of id, so that it would keep working after a rename.
Waking Violet (Steam, PS4, PSVita, Switch) : http://www.wakingviolet.com

The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563

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montagneyaya
Posts: 103
Joined: Tue May 01, 2012 11:08 pm

Re: [WIP] Door on floor placement : Beta

Post by montagneyaya »

Xanathar wrote:Don't know if this is the issue or not but the code

Code: Select all

   for i in entitiesAt(door_level,door_x,door_y) do
      entity_destroy = findEntity(i.id)
      if entity_destroy.id ~= "blockage_door_"..door_number then
         entity_destroy:destroy()
      end
   end
Destroys all entities in that tile (except doors), which might include projectiles or others I don't know of. (Not sure of this, just guessing).
I would also do the comparison on name instead of id, so that it would keep working after a rename.
Yes, I think the same way, I corrcted this in the v.0.5.

I rename all entities and my new code is

Code: Select all

	for i in entitiesAt(dm_door_level,dm_door_x,dm_door_y) do
		entity_destroy = findEntity(i.id)
		if entity_destroy.id ~= "blockage_dm_door_"..door_number and entity_destroy.id:sub(-9,-1) == "dm_door_"..door_number then
			entity_destroy:destroy()
		end
	end
This work
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montagneyaya
Posts: 103
Joined: Tue May 01, 2012 11:08 pm

Re: [WIP] Door on floor placement : Beta

Post by montagneyaya »

version 0.6
--add pullchain (modify in class button)
--add all doors (display bug with iron door, all doors and archs are not completely compatible)
--add block door metal
--only wooden door are breakable
--all doors name finish by dm_door
download v.0.6.zip in dropbox

Image
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montagneyaya
Posts: 103
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Re: [MOD] Door on floor placement

Post by montagneyaya »

version 1.0
--modify prison arch for all door display ok
--debug iron door
--add all floor and modify ceiling for doors
--add giant spider web breakable and all ivy breakable (ivy is visible on one face only)
download v.1.0.zip in dropbox
download v.1.0.zip in nexusmod

Image Image
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Komag
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Location: Boston, USA

Re: [MOD] Door on floor placement

Post by Komag »

The web looks great!

The ivy looks good too, but its maybe a little too sparse. I noticed in the main game that they often put both ivy 1 and 2 together to be more dense - any way to do that in this situation?
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Xanathar
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Re: [MOD] Door on floor placement

Post by Xanathar »

Wow the web! thanks that's awesome !
Waking Violet (Steam, PS4, PSVita, Switch) : http://www.wakingviolet.com

The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563

My preciousss: http://www.moonsharp.org
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montagneyaya
Posts: 103
Joined: Tue May 01, 2012 11:08 pm

Re: [MOD] Door on floor placement

Post by montagneyaya »

Komag wrote:The web looks great!

The ivy looks good too, but its maybe a little too sparse. I noticed in the main game that they often put both ivy 1 and 2 together to be more dense - any way to do that in this situation?
You can put the two ivy block with less health, you will feel cut it gradually.

The web is in the web set, I have just isolate it.
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montagneyaya
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Re: [MOD] Door on floor placement

Post by montagneyaya »

version 1.1
--modify giant spider web
--modify and debug all script

Script initiate and script toggle id must be contain the door id at the end.
Easy to adapt the script for all door, at the beginning script initiate indicate the door id and choose the button type and the blockage type, and at the beginning script toggle indicate the door id.

download v.1.1.zip in dropbox
download v.1.1.zip in nexusmod
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montagneyaya
Posts: 103
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Re: [MOD] Door on floor placement

Post by montagneyaya »

version 1.2
--add door with horizontal open (no portcullis)
download v.1.2.zip in dropbox
download v.1.2.zip in nexusmod
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