Who wants Clickable/Unlockable doors ?
Re: Who want's CLICKABLE doors ?
Okay, how about one big button on the door! Then you could just click the button and the door would open... Just fooling with you! Take care, -Lark
Re: Who want's CLICKABLE doors ?
When you played the main campaign did it break your immersion when "Hint: press Tab to view the map" popped up? Having it on a sign would be weird, yes, but I think printing instructions about the controls is fine.NutJob wrote:Not very immersive though if in-game content has to tell the "player" what the character can do... then again this is more puzzle game then anything, so yeah.Lark wrote:You just have to train the users. Hints, clues, hang a sign that says "click me". A door you could just run into that opened would be cool too! Too much to learn and do. -Lark
Grimrock 1 dungeon
Grimrock 2 resources
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Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Re: Who want's CLICKABLE doors ?
I'm just having fun, and having a opinion, is all. And I played without a map thank you very much. ~cheers~minmay wrote:When you played the main campaign did it break your immersion when "Hint: press Tab to view the map" popped up? Having it on a sign would be weird, yes, but I think printing instructions about the controls is fine.NutJob wrote:Not very immersive though if in-game content has to tell the "player" what the character can do... then again this is more puzzle game then anything, so yeah.Lark wrote:You just have to train the users. Hints, clues, hang a sign that says "click me". A door you could just run into that opened would be cool too! Too much to learn and do. -Lark
Re: Who want's CLICKABLE doors ?
Hahaha, ok guys, more simple : ODS and most of us are oriented Dungeon Crawler, and in the past, most of DC were opening doors with one click That's the reason why i done it.
I agree that in new dongeon crawlers, immersion gived by buttons/lever/chains systems are wonderfull, but having a good old EOB or Bloodwych or other one, really closely script coded, with new graphics technologies, it's a fantastic dream ^^.
I think that Grimrock was firstly created in memory of these legendary DC, and trying to give them a new apperance for nostalgy and fun.
I agree that in new dongeon crawlers, immersion gived by buttons/lever/chains systems are wonderfull, but having a good old EOB or Bloodwych or other one, really closely script coded, with new graphics technologies, it's a fantastic dream ^^.
I think that Grimrock was firstly created in memory of these legendary DC, and trying to give them a new apperance for nostalgy and fun.
Re: Who want's CLICKABLE doors ?
Actually Doridion, I agree. I've said it before and it's good enough to say again. The more options the better. I like the idea of clickable doors for your, and other, reasons. I plan on using them and I'm glad you figured out how to do it. Now I just need to find those pesky door models. Sincere thanks Doridion, -Lark
- Eleven Warrior
- Posts: 745
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: Who want's CLICKABLE doors ?
I hate to ask but where are the models? eg:
{
class = "Model",
model = "mod_assets/models/env/my_door.fbx",
},
{
class = "Model",
name = "frame",
model = "mod_assets/models/env/my_door_frame.fbx",
},
{
Thxs for this it will good for outdoor houses..
{
class = "Model",
model = "mod_assets/models/env/my_door.fbx",
},
{
class = "Model",
name = "frame",
model = "mod_assets/models/env/my_door_frame.fbx",
},
{
Thxs for this it will good for outdoor houses..
Re: Who want's CLICKABLE doors ?
I given just an entire example of a door definitionEleven Warrior wrote:I hate to ask but where are the models? eg:
{
class = "Model",
model = "mod_assets/models/env/my_door.fbx",
},
{
class = "Model",
name = "frame",
model = "mod_assets/models/env/my_door_frame.fbx",
},
{
Thxs for this it will good for outdoor houses..
Actually, I got my own door & frame models that you can find in my ODS pack. You can also replace models components by :
Code: Select all
defineObject{
name = "my_clickable_door",
baseObject = "dungeon_door_iron"
components = {
{
class = "Door",
killPillars = true,
},
...
- Eleven Warrior
- Posts: 745
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: Who want's CLICKABLE doors ?
Thxs for that Doridion, I must have missed something as I have not seen your ODS Pack, but I would like to so I can learn more.
Edit: Ok I did it and the door is now clickable, but when I go to the other side of the door and click on the door it wont open. Not sure what's going on. If the door is half way down and I am on the opposite side of door and click it works, not when the door is fully shut.
Edit: Ok I did it and the door is now clickable, but when I go to the other side of the door and click on the door it wont open. Not sure what's going on. If the door is half way down and I am on the opposite side of door and click it works, not when the door is fully shut.
Re: Who want's CLICKABLE doors ?
It's like that because clickable area is in fron of the door (probably). When you're on the fother side you simply can't reach clickable area. As it's roughly in the middle you can still reach it before door close.
Did you try adding another clickable component for the other side with adjusted vector/offset?
Did you try adding another clickable component for the other side with adjusted vector/offset?
- Eleven Warrior
- Posts: 745
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: Who want's CLICKABLE doors ?
Hi mate. No I didn't because I not very good at the coding side of things ahy any suggestion on what I should add and where thxs