The first post, I might have over did it with Neikun's script "Temple_pillar_ center" trying to combine a light-source and a blockage together; so i decide to look at separating the work. Still using Neikun's script "Temple_pillar_ center" as blockage for the center and Adding more detail to light-source for position, range, and brightness to get the FXs i need. I have not try putting a fadeIN and/or fadeOUT script in the Light-source to see if it would work and will attempt to this week. Also, I'm going to seen if it is possible to add the emitters of fog and star to the light-source to add more FXs.
I named my script by it's light position and Color. The level 1light is position close to the floor. this forum might help with the understanding:
viewtopic.php?f=14&t=3430
lightPosition = vec(0, 1, 0),
lightRange = 15,
lightColor = vec(1,0,0), -- sets light to red. edit the numbers to any r,g,b values between 0 and 1 to change the color
brightness = 10,
Komag and Pulpum are correct that the pillar can still be use as a healing_crystal without being obstructive by the Statues.
I'm curious of the model used for the nice frosted statues image.
I do like the idea of changing the statues to WallTapestry to prevent interaction with the crystal. I would personally see if we could use Montis 's destructible tunnel blockage script out of
viewtopic.php?f=14&t=3357 to have blockage be removed so a player is able to use the crystal.
Also, Thank all for responding to this post.
For the lighting:
Code: Select all
cloneObject{
name = "level_1_red_light",
baseObject = "temple_ceiling_lamp",
particleSystem = false,
lightPosition = vec(0, 1, 0),
lightRange = 15,
lightColor = vec(1,0,0), -- sets light to red. edit the numbers to any r,g,b values between 0 and 1 to change the color
brightness = 10,
castShadow = true,
}
for Central Blockage:
Code: Select all
defineObject{
name = "temple_pillar_center",
class = "Blockage",
model = "assets/models/env/temple_pillar.fbx",
placement = "floor",
repelProjectiles = true,
hitSound = "impact_blade",
editorIcon = 100,
}
New lighting appearance with 2 different( position, range, and brightness) :