ok based on what you've say here what I 've done:
2 floor_triggers (on the screenshot, one is just where I stay - 2nd floor, one is at the bottom of the stairs), that trigger a timer and which timer trigger a script:
timer is set to 0.01 in interval, disable self should not be set, so the timer repetively trigger the scripts, until it is stopped by others floor_trigger. In this case I have put those floor trigger plates all around the trigger plate that start the timer.
the script is about to fade quickly:
Code: Select all
function noBlackScreen()
GameMode.fadeIn(0x0,0.001)
end
(I did not use a timer on the first time, and place the trigger plates, directly on the first square of the stairs, but it seems that the stairs has priority against the floor trigger, and the game didn't take in count the fadeIn things. So finaly I use a timer which runs infinitely, this works.)
So, it runs perfect until the party come at the end of the stair, where a quick black screen is shown, immediately fading in by the timer.
The bottom stair is a model (used to go up), in fact there is the only model that is shown. The upper stair(used to go down) is just an invisible stair without model, there is also an invisible platform on the same height of the upper stair, or the party will run into big troubles.
bottom stair:
Code: Select all
defineObject{
name = "stairs_up_open",
components = {
{
class = "Model",
model = "mod_assets/models/stairs_up_open.fbx",
staticShadow = true,
},
{
class = "Stairs",
direction = "up",
},
{
class = "Obstacle",
blockMonsters = true,
blockParty = false,
blockItems = true,
},
},
placement = "floor",
killHeightmap = true,
editorIcon = 44,
automapIcon = 96,
}
the bottom stairs block the items
upper stair:
Code: Select all
defineObject{
name = "stairs_down_empty",
components = {
{
class = "Stairs",
direction = "down",
},
{
class = "Obstacle",
blockMonsters = true,
blockParty = false,
blockItems = false,
},
},
placement = "floor",
killHeightmap = true,
editorIcon = 48,
automapIcon = 100,
}
the upper stairs let the items pass.
the side wall at the entrance of the bottom stair are not real wall but wall_decoration, if not the stairs kill basic walls. So they have no occluders, well, I didn't try to use occluders on a wall decoration.
Also there is the issue with the ceilings, which are removed on top of the stairs.
I tryed with fake stairs and invisible teleporters to go up and down, but I like more the walking on stairs effect.