[Video] Moving "wall" blocks

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msyblade
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Re: [Video] Moving "wall" blocks

Post by msyblade »

Wow, that's like. . .Super nifty. Thank you, JKos!
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Skuggasveinn
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Re: [Video] Moving "wall" blocks

Post by Skuggasveinn »

This is really cool
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JohnWordsworth
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Re: [Video] Moving "wall" blocks

Post by JohnWordsworth »

Don't really have much to say, other than - that looks awesome :).
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Eleven Warrior
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Re: [Video] Moving "wall" blocks

Post by Eleven Warrior »

Awesome again Jkos. Mysblade only 22 Kudos?? Lol let's be a little more generous ahy :) LOL
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Leki
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Re: [Video] Moving "wall" blocks

Post by Leki »

JKos wrote:One small gotcha is that if a monster and a block is moving to the same tile at the same time, the monster will go right through of the block and the block will stop. But I think that it can be fixed so that the monster is killed and the block is respawned.
Same goes with party of course, but in current implementation the whole party is killed if it's hit by a moving block.
Looks cool, m8, but I'm afraid there is a lot more glitches - a months ago I made experiments with the same ideas - moving walls as this one is, but also rotating walls and wall objects bellow and over the floor, rotating floors and whole corridors as well, when you walked on the walls and ceiling etc. But there was a lot of problems with it - worst were items on the ground - searching for them, spawning projectiles rotate them then drop them on the "new floor"... Player can any time interrup the sequence with his activities as throwing and droping item is, haha --> hell ;)

So - What about projectiles - shoot spell or projectile when wall is moving, no collision, or collision on reserved cell (looks ugly), right? Or throwing items from mouse?

What happens if wall hits the party - you can only stop it or kill the party, or set party position (looks ugly), right?

What happens if player drops item on the floor - let me say the bigger one, plate helmet or axe - problem, right?

What happens if party steps into wall, when wall is already moving? From side for example. Ignore party in projectile definition does not work propperly, so it will collide with party. What will happen? You cannot continue with projectile from the position, there will be respawn, but party is already on the cell, right?

Preventing party to move to ongoing + target cell looks ugly and confuses player, especially if wall is almost leaving a cell - see orrr2 dragon bite open/close cell timing problem.

Real application is limited for special situations. Imho it's dead end and you need whole framework reading party moving and locking cells for monsters and spells/projectiles etc, reading environment to stop or change directions etc. Imho this solution is too expensive and you are still too limited in use - you have to build whole dungeon around this feature :?

But maybe I'm wrong - so I look forward for final solution :)

P.S.
There is "dark triangle" on the wall model - veld "bottom right" vertices and check smoothing groups to correct lightening.
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