Simple, perfect illusionary walls in all tilesets.

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msyblade
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Simple, perfect illusionary walls in all tilesets.

Post by msyblade »

I posted this,(about 6 pages deep in a thread) and thought it might be handy for some of you because it keeps coming up.
place this in your objects.lua, and you will have perfect illusionary walls, visible from both sides, in all 3 stock dungeon tilesets.(Sorry, its a copy/paste so no "select all" hotlink)

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. Feel free to ask any questions :)
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JKos
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Re: Simple, perfect illusionary walls in all tilesets.

Post by JKos »

Sorry, but it is revealed on map, so it's not perfect.
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
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msyblade
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Re: Simple, perfect illusionary walls in all tilesets.

Post by msyblade »

Oooh, good point. That may be difficult to counter but I will begin look into options. Thanx for the heads up.
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SpiderFighter
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Re: Simple, perfect illusionary walls in all tilesets.

Post by SpiderFighter »

msyblade wrote:Oooh, good point. That may be difficult to counter but I will begin look into options. Thanx for the heads up.
The six pages deep thread you originally posted this on already has a solution...I'd start there. :)
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Re: Simple, perfect illusionary walls in all tilesets.

Post by Xanathar »

To be fair, the only crawler with both illusionary walls and automap that i can think of - lol1 - it did reveal them in automap.
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SpiderFighter
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Re: Simple, perfect illusionary walls in all tilesets.

Post by SpiderFighter »

Xanathar wrote:To be fair, the only crawler with both illusionary walls and automap that i can think of - lol1 - it did reveal them in automap.
This is true, and for me, it's not important whether or not the automap shows it. I use that design "flaw" to my advantage (mine is revealed courtesy of an exploring green slime). Depending on how it's utilized, I think most people probably wouldn't notice, as it's not revealed unless they are standing in the adjacent space.

Good work on the scripts, msyblade.
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msyblade
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Re: Simple, perfect illusionary walls in all tilesets.

Post by msyblade »

Thanx, after reading through threads on this topic, I think I've decided I WANT it to show if the player is observant, simply to guarantee continuity through my work. I don't wanna have players stuck on level 2 because of an illusionary wall I built and hid from them. I think the generally agreed use of these is not to "stump" the player, but to add variety and flavor.
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SpiderFighter
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Re: Simple, perfect illusionary walls in all tilesets.

Post by SpiderFighter »

msyblade wrote:Thanx, after reading through threads on this topic, I think I've decided I WANT it to show if the player is observant, simply to guarantee continuity through my work. I don't wanna have players stuck on level 2 because of an illusionary wall I built and hid from them. I think the generally agreed use of these is not to "stump" the player, but to add variety and flavor.
True, and it almost seems unfair to me...as a player, I'd forever be trying to walk through every wall on the map to make sure I hadn't missed one, and that doesn't sound fun to me.
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