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Re: Illusionary Walls Are Go!

Posted: Sat Oct 06, 2012 2:54 am
by felipepepe
I was desperetly trying to make those walls work in a more flexible way, in the end I managed it in a VERY simple gimmick:

First, use Isaac's idea of a dungeon_ivy with the secret_door model:

Code: Select all

    cloneObject{
       name = "fake_wall",
       baseObject = "dungeon_ivy_1", 
       model = "assets/models/env/dungeon_secret_door.fbx",
    }
Then, in a really "broken" way, do this:

Image

If you place the "fake_wall" on a wall but then delete the wall, the fake_wall will remain there, perfectly working with no need for pressure plates! :lol:

Not sure if this will cause any issue later on, but i've seen no problems so far. :D

Re: Illusionary Walls Are Go!

Posted: Sat Oct 06, 2012 6:48 am
by Isaac
felipepepe wrote:If you place the "fake_wall" on a wall but then delete the wall, the fake_wall will remain there, perfectly working with no need for pressure plates! :lol:
You should be able to place the Ivy on any wall, then move or rotate it to any location desired.

** The purpose of the plates is to control the secret doors. The [only] reason one would need the secret doors as well as the ivy (which does fine by itself), is if you want the illusionary wall to not be visible on the automap; or to control whether or not monsters can pass the door ~~In EOB for instance, the monsters cannot pass through an illusion wall.

The plates can be used (preferably with a timer), to instant-open/or close the doors. It's a good idea to have the call to close, be put on a 2 second delay, otherwise it's very possible for a monster to get trapped between doors (if using double doors); and/or the party will have to kill the monster to pass through.

Re: Illusionary Walls Are Go!

Posted: Thu Nov 01, 2012 3:38 pm
by SpiderFighter
I just wanted to say thanks for this, guys. I had figured out how to create an illusory wall, but not how to keep it from showing on the automap (wish I had seen this thread first, but I guess that's how we learn).

Nicely done!

Re: Illusionary Walls Are Go!

Posted: Thu Nov 01, 2012 3:58 pm
by msyblade
Cant you redefine a wall in objects.lua and set it to false, then just place it like an alcove?

Re: Illusionary Walls Are Go!

Posted: Thu Nov 01, 2012 6:37 pm
by Isaac
msyblade wrote:Cant you redefine a wall in objects.lua and set it to false, then just place it like an alcove?
You could clone the secret door and override the model it uses; make it 'dungeon_wall_01.fbx'.

You could probably clone the wall_01 object (if it exists), but I do not know it's exact name; (or if it exists).

Re: Illusionary Walls Are Go!

Posted: Thu Nov 01, 2012 8:39 pm
by Komag
there is no wall object as far as I know of

Re: Illusionary Walls Are Go!

Posted: Fri Nov 02, 2012 2:59 am
by msyblade
Sorry, poorly worded by me. What I mean to say is: place this in your objects.lua, and you will have perfect illusionary walls, visible from both sides, in all 3 stock dungeon tilesets.

Code: Select all

defineObject{
	name = "illusion_dungeon",
	class = "TorchHolder",
	model = "assets/models/env/dungeon_secret_door.fbx",
	anchorPos = vec(0.05, 1.53, -0.25),
	anchorRotation = vec(0, -20, -90),
	placement = "wall",
	editorIcon = 84,
}

defineObject{
	name = "illusion_temple",
	class = "TorchHolder",
	model = "assets/models/env/temple_secret_door.fbx",
	anchorPos = vec(0.05, 1.53, -0.25),
	anchorRotation = vec(0, -20, -90),
	placement = "wall",
	editorIcon = 84,
}

defineObject{
	name = "illusion_prison",
	class = "TorchHolder",
	model = "assets/models/env/prison_secret_door.fbx",
	anchorPos = vec(0.05, 1.53, -0.25),
	anchorRotation = vec(0, -20, -90),
	placement = "wall",
	editorIcon = 84,
}

Must be placed on a wall and moved into position. If you have a custom tileset, copy one of these objects and just rename the model string to point at your tileset's secret door model. (And give it a new name!)aka. northern_dungeon_secret_door.fbx, corrupt_secret_door.fbx etc. Think It can be done with a wall grating in each one to maybe give a consistent visual cue to the player so they're not randomly bumping walls if anyone wants.

Re: Illusionary Walls Are Go!

Posted: Fri Nov 02, 2012 6:16 pm
by Ciccipicci
Great solution!!! :D