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

Posted: Fri Oct 26, 2012 1:40 pm
by Komag
Oh that's cool, I like the idea :)

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

Posted: Fri Oct 26, 2012 2:46 pm
by batupata
Here's a small alcove that allows items to be placed on those stained glass recesses:
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Image

Code: Select all

defineObject{
	name = "stained_glass_alcove",
	class = "Alcove",
   anchorPos = vec(0, 0.9, 0),
   targetPos = vec(0, 0.9, 0),
	targetSize = vec(0.6, 0.3, 0.6),
	placement = "wall",
	replacesWall = false,
	editorIcon = 92,
}
I'm not very good with this alcove stuff, so every single item is centered and all types of items are allowed to be placed on these alcoves (probably easy fix) :D

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

Posted: Fri Oct 26, 2012 11:14 pm
by Neikun
Oh man, awesome! I thought about doing that way back just before I got side tracked with the slimes.
I saw the model and said "This has a ledge. And where there's a ledge, there can be an alcove!" lol

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

Posted: Sat Oct 27, 2012 2:01 am
by Brodie301
How do you get Huder's ledge to work? Have model but no script.

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

Posted: Sat Oct 27, 2012 2:23 am
by Neikun

Code: Select all

defineObject{
	name = "wall_shelf",
	class = "Alcove",
	model = "mod_assets/models/ledge.fbx",
	replacesWall = false,
	anchorPos = vec(0, 0.87, -0.25),
	targetPos = vec(0,0.88,-0.25),
	targetSize = vec(0.6, 0.5, 0.6),
	placement = "wall",
	editorIcon = 8,
}
That's what mine looks like. My .model file is in my models folder. Also, I accidentally renamed the model as ledge.

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

Posted: Sat Oct 27, 2012 3:05 am
by Brodie301
Thanks! Like a charm

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

Posted: Sat Oct 27, 2012 5:07 am
by Neikun
The way I see a lockpicking system working in Grimrock with my new alcove is like this:

Because the lock behind the alcove still functions normally, you can have options for both a key and a lockpick to toggle the door.
So lets say you have the lock opened by an iron key, and the alcove only takes a lockpick.
If the player can't find the key, but has a lockpick, he can open the lock. There could be a radom chance that the lockpick breaks (Destroy the lock pick and have hudPrint("Your lockpick snapped")

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

Posted: Sat Oct 27, 2012 3:15 pm
by Neikun
A note socket for Phitt's temple_bookshelf_01

Code: Select all

defineObject{
	name = "bookshelf_note_socket",
	class = "Alcove",
	anchorPos = vec(-0.79, 1.8, 0.13),
	anchorRotation = vec(0,90,270),
	targetPos = vec(-0.79, 1.78, 0.13),
	targetSize = vec(0.3, 0.3, 0.3),
	placement = "wall",
	onInsertItem = function(self, item)
		return item.name == "note" and self:getItemCount() == 0 
end,
	editorIcon = 8,
}
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Image
Can you find it? :twisted:

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

Posted: Sat Oct 27, 2012 3:41 pm
by crisman
SpoilerShow
top left in the second from top ^_^
Really a good spot!

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

Posted: Sat Oct 27, 2012 4:03 pm
by Merethif
Neikun wrote:A note socket for Phitt's temple_bookshelf_01
That blue book in upper right corner looks like a perfect spot to put a scroll on ;-)
Ant the book stacks in middle shelf seems like a perfect spot for a gem...

EDIT:
Oh, and Neikun. I think lockpicking may need a new thread. It's really good idea and your lock alcove seems perfect for that purpose.