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Re: [Models] New created Models..

Posted: Sun Jan 12, 2014 1:22 am
by germanny
Think so, i used this into the onDie() from the coffin blockage:

Code: Select all

spawn("dm_blockage_empty", self.level, self.x, self.y, 2)
OnDie funct:

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onDie = function(self)
		  party:shakeCamera(0.05,0.05)
		       playSound("dm_woodbreak")
                  spawn("dm_blockage_empty", self.level, self.x, self.y, 2)
	end,

won´t work, party can move onto.. :/

If party moves onto that square, i can see the altar, but no blocking :/

Maybe i have to script a spawn in the dungeon.. after kill. Place an altar/blockage before onDie happens won´t work either.
I can´t do this without a free square - if so, the wall will block any hits toward the coffin.
Damn thing^^

Re: [Models] New created Models..

Posted: Sun Jan 12, 2014 2:05 am
by germanny
Beside that, the coffin will get another broken model - with remains in it.
In this pic it lacks the texture of rubble/debris mesh.
Image

BUT please help me with my prob - see post above! The sooner i can update the wallset^^

Re: [Models] New created Models..

Posted: Sun Jan 12, 2014 5:03 am
by Diarmuid
I'll do some tests tonight and get back to you.

Re: [Models] New created Models..

Posted: Sun Jan 12, 2014 11:38 am
by Leki
No, you cannot use this:

Code: Select all

..
onDie = function(self)
			party:shakeCamera(0.05,0.05)
			spawn(self.name, self.level, self.x, self.y, self.facing)
		end,
because, party can step on cell after blockade breaking - breaked blockade will mark cell as accessable, although there is another blockade. You can test it if you add 2x barrel in one cell, destroy one and you can step there. The simpliest solution is to use invisible walls, they are "blockers" as well:

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   onDie = function(self)
        party:shakeCamera(0.05,0.05)
            for facing = 0 to 3
				spawn("invisible_wall", self.level, self.x, self.y, facing)
            end
        end,
or - and it will help as well, spawn dynamic timer with 0.1 sec delay and onActivate of this timer spawn new blockade and destroy timer. But there is still 0.1 sec "window" when player can step in blockade :-/

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Re: [Models] New created Models..

Posted: Sun Jan 12, 2014 3:08 pm
by germanny
I´ll try this out, thx leki.

*EDIT*
Ok, the result Leki. Doesn´t work with a invisible wall object either.
Then I tried to define the invisible wall as invisible door.

Code: Select all

	onDie = function(self)
		  spawn("dm_nil_door",self.level,self.x,self.y,self.facing)
		  party:shakeCamera(0.05,0.05)
		  playSound("dm_woodbreak")
		  end,
}
Works very well, party is blocked! - Yeah^^

@Diarmuid - no more need to investigate, thx anyway.

Re: [Models] New created Models..

Posted: Sun Jan 12, 2014 3:43 pm
by Diarmuid
germanny wrote:I´ll try this out, thx leki.

*EDIT*
Ok, the result Leki. Doesn´t work with a invisible wall object either.
Then I tried to define the invisible wall as invisible door.

Code: Select all

	onDie = function(self)
		  spawn("dm_nil_door",self.level,self.x,self.y,self.facing)
		  party:shakeCamera(0.05,0.05)
		  playSound("dm_woodbreak")
		  end,
}
Works very well, party is blocked! - Yeah^^

@Diarmuid - no more need to investigate, thx anyway.
Ah great, I just realized blockades over blockades didn't seem to work indeed, thanks Leki. For the automap, if you don't want these invisible "door-walls" to appear as doors, make sure to add " secretDoor = true " to the definition.

Re: [Models] New created Models..

Posted: Sun Jan 12, 2014 3:58 pm
by Leki
germanny wrote:I´ll try this out, thx leki.

*EDIT*
Ok, the result Leki. Doesn´t work with a invisible wall object either.
Then I tried to define the invisible wall as invisible door.

Code: Select all

	onDie = function(self)
		  spawn("dm_nil_door",self.level,self.x,self.y,self.facing)
		  party:shakeCamera(0.05,0.05)
		  playSound("dm_woodbreak")
		  end,
}
Works very well, party is blocked! - Yeah^^

@Diarmuid - no more need to investigate, thx anyway.
Heh sorry for that detail m8 - I wrote "invisible wall", but of course, it's door class object - I named it "invisible_wall", as you can see in my village objects definitions - wall doesn't work, because static geeometry collision is buid during dungeon initialisation :-)

Re: [Models] New created Models..

Posted: Sun Jan 12, 2014 6:35 pm
by germanny
Understand^^ Glad it works now!

First coffin broken + filled model ready. Have to do such with the standing version too.
So there are 2 broken Versions for each coffin - empty and filled.
SpoilerShow
Image
Image

Re: [Models] New created Models..

Posted: Sun Jan 12, 2014 7:26 pm
by uggardian
Seeing a skeleton burst out of the coffin would be supercool. :twisted:
But I guess that would be *really* timeconsuming and difficult...

Re: [Models] New created Models..

Posted: Mon Jan 13, 2014 12:13 am
by Leki
Ok... PM me the coffin model...