Handling crazy amounts of secret doors (new problem)
Posted: Thu Nov 01, 2012 6:26 am
Had an idea for a problem I'm trying to tackle, what follows is my rambling thought process.
Ok. So I have planned a multy-stage boss fight that has the room change shape quite a few times via pressure plates triggering the room shifts, so kiting makes things a bit more interesting during the fight.
so, I want to trigger a few things every time the room changes;
- Screen Shake and dust from the ceiling, I can do this myself more or less
- Earthquake-ish sound, i will find a suitable sound for this as the current earthquake sound lasts forever
- many many secret doors open while others close, thus creating different room configurations.
it's that last one that causes me the trouble. I figure I'll settle on 5 room configurations to cycle through beginning to end. Now I want to handle the configuration changes via hidden plates that are monster triggered so that kiting this monster gets interesting. I considered manually doing this with pressure plates but I KNOW there is the multy-similar entity script out there that will help a boatload, I've used it before. However I've never used it the way i think I need to use it now.
One thought on how to minimize the confusion is to name the doors in the configurations individually so like; sd_rm_cfg_1_1, sd_rm_cfg_2_1, etc... the 1st number being the room configuration and sd and rm meaning secret door and room respectively. anyway, as the various plates get triggered i need the script(s) to close or toggle secret doors so dropping ones and opening others in a manner that changes the shape of the room and thus the dynamic of the fight and hopefully the player is kept on their toes.
I'm wondering do I;
in the same SE, or do I make probably 5 different SEs? one for each cfg? and if so how do i toggle one set then the other as I have just now realized that there is a potential for the player to get trapped if I do this wrong so I figure i need to step the toggles as in open and shut in ways that will never trap either the monster or the player, merely pen them in or open things up for more kiting.
so room cfgs are as follows;
1)1x7 hallway triggers the monster when the player reaches the end of the hallway.
2)The mid-point of the 1x7 opens up into a 3x3 room for initial combat.
3)Said 3x3 room then closes the remaining of the 1x7 and extends the 3x3 east and west if looking at it from above into a 3x5 room.
4)the 3x5 room can then mutate into a 5x7 north to south.
5)the 5x7 will then collapse to a 3x7 n->s.
or
6)the 5x7 will open up to the entire 7x7.
What I need to work out is the easiest way to do this.
by now I'm thinking of using some sort of "scan area for monster + Player = room cfg change" script.
oo! i could do on death hooks and swap the monster with an identical or possibly similar but with a different particle attached, obviously with a blinding flash/particle effect to hide the change. the hooks can fire off the cfg changes as well... can i possibly set up a "switch to cfg 2" script?
well welcome to the view inside my head... confusing enough for you?
WALL OF TEXT WOOOO!
Edit: on now that ihave it kind of functioning how i want, some walls/secretdoors are walk through-able im looking at about 200 doors now i have to check and replace manually... wtf man this is some frustrating bull.
Edit: fixed it.
Ok. So I have planned a multy-stage boss fight that has the room change shape quite a few times via pressure plates triggering the room shifts, so kiting makes things a bit more interesting during the fight.
so, I want to trigger a few things every time the room changes;
- Screen Shake and dust from the ceiling, I can do this myself more or less
- Earthquake-ish sound, i will find a suitable sound for this as the current earthquake sound lasts forever
- many many secret doors open while others close, thus creating different room configurations.
it's that last one that causes me the trouble. I figure I'll settle on 5 room configurations to cycle through beginning to end. Now I want to handle the configuration changes via hidden plates that are monster triggered so that kiting this monster gets interesting. I considered manually doing this with pressure plates but I KNOW there is the multy-similar entity script out there that will help a boatload, I've used it before. However I've never used it the way i think I need to use it now.
One thought on how to minimize the confusion is to name the doors in the configurations individually so like; sd_rm_cfg_1_1, sd_rm_cfg_2_1, etc... the 1st number being the room configuration and sd and rm meaning secret door and room respectively. anyway, as the various plates get triggered i need the script(s) to close or toggle secret doors so dropping ones and opening others in a manner that changes the shape of the room and thus the dynamic of the fight and hopefully the player is kept on their toes.
I'm wondering do I;
SpoilerShow
Code: Select all
function activate()
for i=63,85 do
local door = findEntity("sd_rm_cfg_1_"..i)
if door then
door:toggle()
end
end
end
function activate()
for i=63,85 do
local door = findEntity("sd_rm_cfg_2_"..i)
if door then
door:toggle()
end
end
end
so room cfgs are as follows;
1)1x7 hallway triggers the monster when the player reaches the end of the hallway.
2)The mid-point of the 1x7 opens up into a 3x3 room for initial combat.
3)Said 3x3 room then closes the remaining of the 1x7 and extends the 3x3 east and west if looking at it from above into a 3x5 room.
4)the 3x5 room can then mutate into a 5x7 north to south.
5)the 5x7 will then collapse to a 3x7 n->s.
or
6)the 5x7 will open up to the entire 7x7.
What I need to work out is the easiest way to do this.
by now I'm thinking of using some sort of "scan area for monster + Player = room cfg change" script.
oo! i could do on death hooks and swap the monster with an identical or possibly similar but with a different particle attached, obviously with a blinding flash/particle effect to hide the change. the hooks can fire off the cfg changes as well... can i possibly set up a "switch to cfg 2" script?
well welcome to the view inside my head... confusing enough for you?
WALL OF TEXT WOOOO!
Edit: on now that ihave it kind of functioning how i want, some walls/secretdoors are walk through-able im looking at about 200 doors now i have to check and replace manually... wtf man this is some frustrating bull.
Edit: fixed it.