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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Posted: Sun Oct 21, 2012 1:39 am
by Billick
I was messing around with the custom alcoves today, and I realized I wanted a drainage alcove for the temple. I edited the code positioning a little bit and ended up with this:

Code: Select all

defineObject{
name = "temple_wall_drainage_alcove",
model = "assets/models/env/temple_wall_drainage.fbx",
class = "Alcove",
anchorPos = vec(0.0, 0.0, 0.3),
targetPos = vec(0, 0.1, 0),
targetSize = vec(0.3, 0.2, 0.1),
placement = "wall",
replacesWall = true,
editorIcon = 92,
onInsertItem = function (self, item)
return item.name == "ornate_key" and self:getItemCount() == 0
end,
}
I used the code that only accepts the ornate key, but you can make this what you want.
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When you look straight at it, you might not see it, or you could catch a glimpse of something shining...
Image
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But using your mouse look you can see it pretty clearly
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Posted: Sun Oct 21, 2012 1:54 am
by Neikun
That's good for people who like a really hard game.
You are aware that through the editor you can already place items in that grate without an alcove?
The player won't be able to put it back, but if you place the item in the square behind the wall and facing toward it, the player will be able to see item and pick it up.
Just don't put floor behind the grating, or the player could walk through it.

Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Posted: Sun Oct 21, 2012 3:57 am
by TheLastOrder
You guys are +++++ing cracks!!!

Nice & very good stuff.

Thanks!

Shopping Alcove(Neikun, Batty and Crisman)

Posted: Sun Oct 21, 2012 1:07 pm
by Lollgramoth
Hi everyone. I have an idea for a "shopping system" but I have only one of the skills needed. The other is to modify models and textures. How it works.

You need at least one button, one text and two alcoves. One alcove displays the item to buy, the textbox gives you information about the item(i.e. price, name, description). With the button, you show the next item and its informations in the textbox. If you leave the trading value in the second alcove, the item is payed and you can now take it out of the alcove.

There are many ways to solve this quests, more buttons, a pictureframe instead of a second alcove, etc.
Basicly I hope it is a project worth giving a try. All the scripting can be done by me and it does not need to be only one object. We can stack more objects at one wall and use them(i.e. the face missing a gem as an eye).

Have fun :)

Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Posted: Sun Oct 21, 2012 2:39 pm
by Billick
Neikun wrote:That's good for people who like a really hard game.
You are aware that through the editor you can already place items in that grate without an alcove?
The player won't be able to put it back, but if you place the item in the square behind the wall and facing toward it, the player will be able to see item and pick it up.
Just don't put floor behind the grating, or the player could walk through it.
I couldn't get that to work. Were you thinking of temple_wall_grating? This is temple_wall_drainage. Or am I missing something? Either way, fair point on the difficulty. I only recommend this for optional puzzles.

Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Posted: Sun Oct 21, 2012 2:46 pm
by Neikun
Billick wrote:
Neikun wrote:That's good for people who like a really hard game.
You are aware that through the editor you can already place items in that grate without an alcove?
The player won't be able to put it back, but if you place the item in the square behind the wall and facing toward it, the player will be able to see item and pick it up.
Just don't put floor behind the grating, or the player could walk through it.
I couldn't get that to work. Were you thinking of temple_wall_grating? This is temple_wall_drainage. Or am I missing something? Either way, fair point on the difficulty. I only recommend this for optional puzzles.
Well it does work how I mentioned, though not as prettily as your alcove version.
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I know for notes it looks pretty good.

Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Posted: Sun Oct 21, 2012 3:01 pm
by Billick
Ah, I got it to work, but for some reason it's not showing up as clearly for me.

Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Posted: Sun Oct 21, 2012 3:16 pm
by Neikun
Your screenshots seem fuzzy. Are you running in low graphics settings? Is that possible?

EDIT: Indeed you are.
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Image

Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Posted: Sun Oct 21, 2012 5:54 pm
by Billick
Yeah, unfortunately, the game runs poorly on my PC if I don't turn the graphics to low. I've been meaning to upgrade my graphics card, but haven't gotten around to it yet.

Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Posted: Mon Oct 22, 2012 5:48 pm
by uggardian
How about a water fountain, that fills empty bottles with water (like the one in Dungeon Master)? I would really need something like that.
Needs new model of course, but I'm counting on you guys.. And Neikun must be interested, becouse it needs to be alcove :lol:

Also, I'm been trying to do a secret door/wooden door that open when touched with mouse. Could it also be made with alcoves? Or secret buttons? Help?