Page 2 of 2

Re: Altar and counter

Posted: Wed Oct 10, 2012 9:47 pm
by DeDy
or this :D

defineObject{
name = "altar_ogre",
class = "Altar",
model = "assets/models/env/altar.fbx",
placement = "floor",
onInsertItem = function(self, item)
local allowed = {"ogre_hammer"}
for i = 1, #allowed do
if item.name == allowed then
return item.name == allowed and self:getItemCount() == 0
end
end
end,
editorIcon = 52,
}

altar
Event = activate \\\ Action = decrement
Event = deactivate \\\ Action = increment

counter
Event = any \\\ Action = toggle

Work 3x Altar and 3 ogre hammer
1 remove hammer = door close

Re: Altar and counter

Posted: Wed Oct 10, 2012 9:57 pm
by Komag
more than one way to skin a cat!

Re: Altar and counter

Posted: Wed Oct 10, 2012 9:59 pm
by Kuningas
Komag wrote:more than one way to skin a cat!
Or an ogre for that matter -- yet I wouldn't be the first to try it ; D. (someone must have, hammers everywhere!)

Re: Altar and counter

Posted: Wed Oct 10, 2012 10:29 pm
by Neikun
......
ogrealtar...
ogrealtar....
HMMM
BRB

Hint: Monsters have model files. At least one of them must look good as a stationary object.

Re: Altar and counter

Posted: Wed Oct 10, 2012 10:54 pm
by Neikun
Perhaps an alcove with a model of a person/creature would be the next big step in the dungeon shop project? hmm
Give item to alcove guy, he gives you money? Give money to alcove guy, he gives your item?
Hey. I'm the alcove guy!
Disclaimer. If you give me item or money, you will not get a return.

Re: Altar and counter

Posted: Wed Oct 10, 2012 11:00 pm
by Neikun
Image

Alright, I know it doesn't make much sense right now in the Temple wallset.
But when Phitt releases the mine Wallset, this is going to look awesome.

Re: Altar and counter

Posted: Thu Oct 11, 2012 8:06 am
by DeDy
WOW Mine Wallset is here. Nice work.
viewtopic.php?f=14&t=3325&p=36771&hilit ... set#p36768

Re: Altar and counter

Posted: Thu Oct 11, 2012 12:20 pm
by Neikun
Indeed but it's not released to the public yet, I don't think D: