[Models] New created Models..

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germanny
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Re: [Models] New created Models..

Post by germanny »

Think so, i used this into the onDie() from the coffin blockage:

Code: Select all

spawn("dm_blockage_empty", self.level, self.x, self.y, 2)
OnDie funct:

Code: Select all

onDie = function(self)
		  party:shakeCamera(0.05,0.05)
		       playSound("dm_woodbreak")
                  spawn("dm_blockage_empty", self.level, self.x, self.y, 2)
	end,

won´t work, party can move onto.. :/

If party moves onto that square, i can see the altar, but no blocking :/

Maybe i have to script a spawn in the dungeon.. after kill. Place an altar/blockage before onDie happens won´t work either.
I can´t do this without a free square - if so, the wall will block any hits toward the coffin.
Damn thing^^
Last edited by germanny on Sun Jan 12, 2014 3:33 pm, edited 1 time in total.
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germanny
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Location: Kiel, Germany

Re: [Models] New created Models..

Post by germanny »

Beside that, the coffin will get another broken model - with remains in it.
In this pic it lacks the texture of rubble/debris mesh.
Image

BUT please help me with my prob - see post above! The sooner i can update the wallset^^
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Diarmuid
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Re: [Models] New created Models..

Post by Diarmuid »

I'll do some tests tonight and get back to you.
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Leki
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Re: [Models] New created Models..

Post by Leki »

No, you cannot use this:

Code: Select all

..
onDie = function(self)
			party:shakeCamera(0.05,0.05)
			spawn(self.name, self.level, self.x, self.y, self.facing)
		end,
because, party can step on cell after blockade breaking - breaked blockade will mark cell as accessable, although there is another blockade. You can test it if you add 2x barrel in one cell, destroy one and you can step there. The simpliest solution is to use invisible walls, they are "blockers" as well:

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   onDie = function(self)
        party:shakeCamera(0.05,0.05)
            for facing = 0 to 3
				spawn("invisible_wall", self.level, self.x, self.y, facing)
            end
        end,
or - and it will help as well, spawn dynamic timer with 0.1 sec delay and onActivate of this timer spawn new blockade and destroy timer. But there is still 0.1 sec "window" when player can step in blockade :-/

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germanny
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Re: [Models] New created Models..

Post by germanny »

I´ll try this out, thx leki.

*EDIT*
Ok, the result Leki. Doesn´t work with a invisible wall object either.
Then I tried to define the invisible wall as invisible door.

Code: Select all

	onDie = function(self)
		  spawn("dm_nil_door",self.level,self.x,self.y,self.facing)
		  party:shakeCamera(0.05,0.05)
		  playSound("dm_woodbreak")
		  end,
}
Works very well, party is blocked! - Yeah^^

@Diarmuid - no more need to investigate, thx anyway.
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Diarmuid
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Re: [Models] New created Models..

Post by Diarmuid »

germanny wrote:I´ll try this out, thx leki.

*EDIT*
Ok, the result Leki. Doesn´t work with a invisible wall object either.
Then I tried to define the invisible wall as invisible door.

Code: Select all

	onDie = function(self)
		  spawn("dm_nil_door",self.level,self.x,self.y,self.facing)
		  party:shakeCamera(0.05,0.05)
		  playSound("dm_woodbreak")
		  end,
}
Works very well, party is blocked! - Yeah^^

@Diarmuid - no more need to investigate, thx anyway.
Ah great, I just realized blockades over blockades didn't seem to work indeed, thanks Leki. For the automap, if you don't want these invisible "door-walls" to appear as doors, make sure to add " secretDoor = true " to the definition.
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Leki
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Re: [Models] New created Models..

Post by Leki »

germanny wrote:I´ll try this out, thx leki.

*EDIT*
Ok, the result Leki. Doesn´t work with a invisible wall object either.
Then I tried to define the invisible wall as invisible door.

Code: Select all

	onDie = function(self)
		  spawn("dm_nil_door",self.level,self.x,self.y,self.facing)
		  party:shakeCamera(0.05,0.05)
		  playSound("dm_woodbreak")
		  end,
}
Works very well, party is blocked! - Yeah^^

@Diarmuid - no more need to investigate, thx anyway.
Heh sorry for that detail m8 - I wrote "invisible wall", but of course, it's door class object - I named it "invisible_wall", as you can see in my village objects definitions - wall doesn't work, because static geeometry collision is buid during dungeon initialisation :-)
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Dawn of Lore
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germanny
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Location: Kiel, Germany

Re: [Models] New created Models..

Post by germanny »

Understand^^ Glad it works now!

First coffin broken + filled model ready. Have to do such with the standing version too.
So there are 2 broken Versions for each coffin - empty and filled.
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uggardian
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Re: [Models] New created Models..

Post by uggardian »

Seeing a skeleton burst out of the coffin would be supercool. :twisted:
But I guess that would be *really* timeconsuming and difficult...
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Leki
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Re: [Models] New created Models..

Post by Leki »

Ok... PM me the coffin model...
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Dawn of Lore
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