Monsters in a cage
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- Posts: 17
- Joined: Sun Oct 05, 2014 7:29 am
Monsters in a cage
I would like to put a couple of cages in an area with monsters on them. In order to keep them in there I need to put "prison_cage_door" or "prison_cage_door_breakable_1". However there is no connector to attack a script_entity to. If I just put a cage door I can not open it. If I put the breakable one, once it is broken it still "looks" closed but the monster can come out. I want to put a script to change the cage from "forest_cage_1" (which looks closed) to forest_cage_2 (which looks slightly open). In a script entity how do I check to see if the cage door took damage and/or was destroyed?
- Halluinoid
- Posts: 165
- Joined: Tue Apr 02, 2013 7:08 pm
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Re: Monsters in a cage
so a cage is just an "obstacle" in the editor
you cannot open it or close it?
you cannot open it or close it?
Beleagured Castle LOGII complete
Re: Monsters in a cage
you can definitely break it open from the inside, haven't tried it from the outside though. Maybe it collides with party object?
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- Halluinoid
- Posts: 165
- Joined: Tue Apr 02, 2013 7:08 pm
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Re: Monsters in a cage
ok so you could be teleported inside it, then break it open from inside just as at the start of the real game? Have to fit that in somewhere !! 

Beleagured Castle LOGII complete