Receptors triggers
Receptors triggers
Hi,
I have setup a receptor to be triggered by a throwing dagger. Is it possible to trigger it via several optional triggers in an 'OR' fashion? For example
I would like to trigger it when player throws a rock, or a knife, or a frostbolt.
I have setup a receptor to be triggered by a throwing dagger. Is it possible to trigger it via several optional triggers in an 'OR' fashion? For example
I would like to trigger it when player throws a rock, or a knife, or a frostbolt.
Re: Receptors triggers
I'm not sure how to do that. You could always place multiple invisible receptors, one for each, with one real one for looks
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Re: Receptors triggers
Hello Komag,
The multiple hidden receptors worked like a charm. Thanks!
The multiple hidden receptors worked like a charm. Thanks!
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Receptors out of wall
Another question:
I found, receptor are not activated if it is placed "out of wall". Only the "wall mounted" receptor is activated properly.
Is there any way to place and activate receptor flying on the clear tile? I want to use hidden receptor on the secret door or other "not wall mounted" entities.
I found, receptor are not activated if it is placed "out of wall". Only the "wall mounted" receptor is activated properly.
Is there any way to place and activate receptor flying on the clear tile? I want to use hidden receptor on the secret door or other "not wall mounted" entities.
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Re: Receptors triggers
I don't know how that might work, but maybe someone has an idea. I'm guess part of the system is that it needs at least something solid to hit, but that wouldn't explain why it doesn't work on secret doors. Maybe it has to be solid always.
Finished Dungeons - complete mods to play
Re: Receptors triggers
Hey, Dj
Hidden receptors are wallmounted as well.
If you want a receptor in the middle of the tile (for some reason)
I think you could see if cloning the visible receptor and setting placement to floor does the job. If so, clone the hidden receptor instead.
I'm also getting the idea that you want to place the receptor where there is no floor. I do not thing that is possible.
Hidden receptors are wallmounted as well.
If you want a receptor in the middle of the tile (for some reason)
I think you could see if cloning the visible receptor and setting placement to floor does the job. If so, clone the hidden receptor instead.
I'm also getting the idea that you want to place the receptor where there is no floor. I do not thing that is possible.
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Re: Receptors triggers
It is possible, that the receptor actually senses if the item hits the wall. If there is no wall, it sails right through and the receptor doesn't register the object. I've noticed that alcoves are walkable when placed in the middle of a room, so I reckon this applies to receptors as well.
This is just from the top of my head, though.
This is just from the top of my head, though.
BASILEUS
Re: Receptors triggers
Did someone say I should make a receptor alcove?
OKAY THEN.
<3~
OKAY THEN.
<3~
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
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Re: Receptors triggers
I think you should be able to script what you want with entitiesAt().
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Re: Receptors triggers
Yes, thanks. I suppose, you mean constantly checking the specific TILE in function connected to timer (short time 0.1). Is this principle of your hardcoded receptors?petri wrote:I think you should be able to script what you want with entitiesAt().
And I have more questions about this:
1. Catch this sort of custom receptor throwing objects? (flying over the tile)
2. Is there any restrictions to use a lot of active timers for the tha game engine?
[MAP] Interactive Maps of Isle Nex - using Google maps technology
[MOD] Eye of the Beholder: Waterdeep Sewers - recreation for Grimrock
www.oldgames.sk
[MOD] Eye of the Beholder: Waterdeep Sewers - recreation for Grimrock
www.oldgames.sk
