Throwing things at the wall
Throwing things at the wall
I suspect this is already covered somewhere, I'm sure I remember reading about the functions needed. I would like to make a puzzle where something happens when something is thrown at a wall segment. I remember a puzzle that used this, but I have no idea how to replicate it, which should be enough for me to figure out how to do something different with it. Is this possible, or I am imagining things?
Re: Throwing things at the wall
Someone get Montis. He probably remembers.
"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
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: Throwing things at the wall
I think you can just make a script to check for an entity on a specific tile using entitiesAt(level, x, y)
Re: Throwing things at the wall
I was also going to suggest the entitiesAt() solution. However you could use a(n invisible) receptor triggered by a thrown object e.g. throwing_knife
PS - you may be remembering the puzzle in the main game where you have to throw 2 rocks to open a door and get the Cuirass of Valor
PS - you may be remembering the puzzle in the main game where you have to throw 2 rocks to open a door and get the Cuirass of Valor
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Re: Throwing things at the wall
Yes, I think it was the secret for the cuirass, something about throwing from the shadows of the torches, I remember thinking it was a very cool hint concept. An entities script doesn't seem like the answer though, because something has to trigger it. I could make liberal use of item only hidden pressure plates, but wouldn't get the 'throw from here' aspect. No, actually, I could have an if statement demand they stand in the right place when the plate is depressed. OK, thanks for jogging my brain, guys. I want to find a way to cut out the middleman here, but this will work for my purposes.
Re: Throwing things at the wall
If I were re-making the puzzle from the original game, I'd have a hidden plate where the party had to stand and 2 hidden receptors for rocks.
All 3 would be connected to a counter set at 3 and each would decrement when activated.. counter would open the door when it reaches 0. If the party move from the plate before the door is opened, I'd have it reset the counter back to 3. (actually to avoid players throwing 2 rocks at the same receptor it might be necessary to have an extra counter for each receptor, so that they can each only decrement the main counter once)
EDIT - in fact, here's a non-scripted way to set it up:
This is copied direct from my dungeon.lua file, so the co-ordinates for everything are simply where I placed it to test, but it should show exactly what objects, and connectors you need.. as well as a set of names that work.
All 3 would be connected to a counter set at 3 and each would decrement when activated.. counter would open the door when it reaches 0. If the party move from the plate before the door is opened, I'd have it reset the counter back to 3. (actually to avoid players throwing 2 rocks at the same receptor it might be necessary to have an extra counter for each receptor, so that they can each only decrement the main counter once)
EDIT - in fact, here's a non-scripted way to set it up:
Code: Select all
spawn("pressure_plate_hidden", 3,20,2, "pressure_plate_hidden_3")
:setTriggeredByParty(true)
:setTriggeredByMonster(false)
:setTriggeredByItem(false)
:setSilent(true)
:addConnector("activate", "receptor_counter_3", "decrement")
:addConnector("deactivate", "receptor_counter_3", "reset")
:addConnector("deactivate", "receptor_counter_2", "reset")
:addConnector("deactivate", "receptor_counter_1", "reset")
spawn("receptor_hidden", 6,20,1, "receptor_hidden_1")
:setEntityType("rock")
:addConnector("activate", "receptor_counter_1", "decrement")
spawn("receptor_hidden", 3,17,0, "receptor_hidden_2")
:setEntityType("rock")
:addConnector("activate", "receptor_counter_2", "decrement")
spawn("counter", 3,16,2, "receptor_counter_2")
:setInitialValue(1)
:setValue(1)
:addConnector("activate", "receptor_counter_3", "decrement")
spawn("counter", 7,20,3, "receptor_counter_1")
:setInitialValue(1)
:setValue(1)
:addConnector("activate", "receptor_counter_3", "decrement")
spawn("counter", 1,21,3, "receptor_counter_3")
:setInitialValue(3)
:setValue(3)
:addConnector("activate", "receptor_door", "open")
spawn("dungeon_door_wooden", 3,22,0, "receptor_door")
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
- Montis
- Posts: 340
- Joined: Sun Apr 15, 2012 1:25 am
- Location: Grimrock II 2nd playthrough (hard/oldschool)
Re: Throwing things at the wall
What, me?Neikun wrote:Someone get Montis. He probably remembers.
Currently not that active on the forums since Xcom
Anyway for throwing things at a wall I would've also tried to use receptors.
Re: Throwing things at the wall
This is a bit old, but I found it interesting to discover that in the original game there is nothing more than plates, and you don't have to throw from the certain spot, and you don't have to use rocks! You can simply place any two items on the plates near the walls, then march back and step on the party plate (where the shadows meet!) and the door will open.
For my version I chose to be more strict, require only rocks to work, and force the party to be actually standing on the right plate for the receptors to work.
For my version I chose to be more strict, require only rocks to work, and force the party to be actually standing on the right plate for the receptors to work.
Finished Dungeons - complete mods to play
