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

Posted: Fri Nov 02, 2012 11:47 am
by Neikun
The link on the OP is broken, so I should update the pack anyway

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

Posted: Fri Nov 02, 2012 12:51 pm
by Grimwold
My first alcove... hope it's not something that's been done before... I only changed a couple of lines, the bulk of the object is cloned from the key hook by Crisman.

Image

Code: Select all

defineObject{
  name = "note_hook",
  class = "Alcove",
  model = "mod_assets/models/env/hook_pillar_wall.fbx",
  anchorPos = vec(0, 1.55, -0.1),
  anchorRotation = vec(90, 0, 0),
  targetPos = vec(0, 1.6, 0),
  targetSize = vec(0.2, 0.2, 0.2),
  placement = "wall",
  replaceWall = false,
  editorIcon = 92,
  onInsertItem = function (self, item)
    return item.name == "note" and self:getItemCount() == 0
  end,
}
You will need the hook_pillar_wall model that Crisman created, which was linked below (but doesn't seem to be there anymore).
crisman wrote:Sorry I haven't put it on online yesterday, I had a problem. But here you go now!
https://skydrive.live.com/redir?resid=7 ... 14E98!5304
Ok, from here you can download the model file.

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

Posted: Fri Nov 02, 2012 1:00 pm
by Neikun
That's a terrific idea, Grimwold.
I can just imagine picking it up an it's a shopping list or something haha.

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

Posted: Fri Nov 02, 2012 1:01 pm
by SpiderFighter
Grimwold wrote:My first alcove... hope it's not something that's been done before... I only changed a couple of lines, the bulk of the object is cloned from the key hook by Crisman.
Nice work!
I'm definitely horking that.

[EDIT]
Neikun wrote:That's a terrific idea, Grimwold.
I can just imagine picking it up an it's a shopping list or something haha.
I didn't see that before. but that's exactly what I was thinking! It also fits right in with what I'm doing.

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

Posted: Fri Nov 02, 2012 6:01 pm
by Ciccipicci
Great idea!

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

Posted: Fri Nov 02, 2012 11:16 pm
by SpiderFighter
Is there way to make objects solid? A bit that can be turned on and off, mayhaps?

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

Posted: Sat Nov 03, 2012 12:15 am
by Neikun
What to you mean?
I think I know what you mean. I have an idea, though I do not know if it would work. If you placed a secret door on the object you want not-walk-throughable, facing the opposite direction.

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

Posted: Sat Nov 03, 2012 12:33 am
by SpiderFighter
Neikun wrote:What to you mean?
I think I know what you mean. I have an idea, though I do not know if it would work. If you placed a secret door on the object you want not-walk-throughable, facing the opposite direction.
Actually what I was thinking was this (save the file if you can't view the whole thing...there are three different weapons demonstrated):
SpoilerShow
Image
Whaddaya think? Unfortunately, the player can walk right through him.

But the thought of flipping textures around so that they are invisible did cross my mind. An old Duke 3D trick was to flip buttons around so that the player could not see them, but so that they were functional. Opens up a ton of possibilities. But those were also sprites. :D

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

Posted: Sat Nov 03, 2012 12:59 am
by Neikun
Oh!
Make him a blockage, and use a socket (model-less) alcove for the weapon.

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

Posted: Sat Nov 03, 2012 1:02 am
by Grimwold
Am I right in thinking you are defining a dungeon object but using the crab model?? If so, have you tried

Code: Select all

class = "Blockage"
in your object definition? like the spider eggs and crate/barrels


EDIT - Ninja'd