The Custom Alcove Thread. (Neikun, Batty and Crisman)
- Ciccipicci
- Posts: 154
- Joined: Mon Oct 08, 2012 12:55 am
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Neikun, love the note alcove!
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Noted, Mere. I was very worried that it got over looked. Perhaps a new thread would be best.
I think I'll start it after I perfect this ogrey-eyey slime I'm working on.
I think I'll start it after I perfect this ogrey-eyey slime I'm working on.
"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: The Custom Alcove Thread. (Neikun, Batty and Crisman)
If you are interested, these codes allow the daemon head's sockets (both eyes and mouth) to accepts all the gems, into a single entity. I was a bit tired to have mouth_socket_red and mouth_socket_blue and so on...

Copy in objcet.lua
a warning, do not use if you have items that end with "_gem" 
EDIT: I forgot to add getItemCount!
Copy in objcet.lua
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Code: Select all
cloneObject{
name = "eye_socket_left",
baseObject = "eye_socket_left",
onInsertItem = function (self, item)
local a, b = string.find (item.name, "_gem")
return a ~= nil and b == string.len(item.name) and self:getItemCount() == 0
end,
}
cloneObject{
name = "eye_socket_right",
baseObject = "eye_socket_right",
onInsertItem = function (self, item)
local a, b = string.find (item.name, "_gem")
return a ~= nil and b == string.len(item.name) and self:getItemCount() == 0
end,
}
cloneObject{
name = "mouth_socket",
baseObject = "mouth_socket",
onInsertItem = function (self, item)
local a, b = string.find (item.name, "_gem")
return a ~= nil and b == string.len(item.name) and self:getItemCount() == 0
end,
}

EDIT: I forgot to add getItemCount!
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Can i add a note/scroll i wrote say note_1 to alcove without script?
The FORCE is with me!!!
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
I'm afraid if you want to add a written note in an alcove without a script is not possible - as far as I know.
You can if you leave the note in blank, thought
You can if you leave the note in blank, thought
- SpiderFighter
- Posts: 789
- Joined: Thu Apr 12, 2012 4:15 pm
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Not sure if anyone has done this particular alcove or not yet (because, DAY-AAAMN, this is a long thread!), but I wanted to tell you that you've been an inspiration, Neikun! For example...can you spot the key in this picture? 


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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
haha, I love it!
"from my cold dead hands!"
"from my cold dead hands!"
Finished Dungeons - complete mods to play
- SpiderFighter
- Posts: 789
- Joined: Thu Apr 12, 2012 4:15 pm
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Thanks, Komag!
I don't have the heart to throw an iron key in there; it'd turn into a game of "Where's Waldo." lol
I don't have the heart to throw an iron key in there; it'd turn into a game of "Where's Waldo." lol
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
That's actually really good, Fighter. I'm a little surprised we didn't think of something similar when we were playing with hiding brass keys under the upper skeletons leg with our original catacomb alcoves.
You should share your script, though. :3
You should share your script, though. :3
"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!
- SpiderFighter
- Posts: 789
- Joined: Thu Apr 12, 2012 4:15 pm
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Sorry, I just didn't want to clutter the thread with something that might have already been posted. Feel free to add these to the pack if you find them useful.Neikun wrote:That's actually really good, Fighter. I'm a little surprised we didn't think of something similar when we were playing with hiding brass keys under the upper skeletons leg with our original catacomb alcoves.
You should share your script, though. :3
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defineObject{
name = "temple_cata_skel_alcove_up",
class = "Alcove",
anchorPos = vec(-0.3, 2.1, 0.26),
targetPos = vec(0,1.3,0),
targetSize = vec(0.6, 0.5, 0.6),
model = "assets/models/env/temple_catacomb_skeleton_up.fbx",
placement = "wall",
replacesWall = true,
editorIcon = 92,
}
name = "temple_cata_skel_alcove_up",
class = "Alcove",
anchorPos = vec(-0.3, 2.1, 0.26),
targetPos = vec(0,1.3,0),
targetSize = vec(0.6, 0.5, 0.6),
model = "assets/models/env/temple_catacomb_skeleton_up.fbx",
placement = "wall",
replacesWall = true,
editorIcon = 92,
}
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defineObject{
name = "temple_cata_skel_alcove_down",
class = "Alcove",
anchorPos = vec(-0.3, 1.05, 0.26),
targetPos = vec(0,1.3,0),
targetSize = vec(0.6, 0.5, 0.6),
model = "assets/models/env/temple_catacomb_skeleton_down.fbx",
placement = "wall",
replacesWall = true,
editorIcon = 92,
}
name = "temple_cata_skel_alcove_down",
class = "Alcove",
anchorPos = vec(-0.3, 1.05, 0.26),
targetPos = vec(0,1.3,0),
targetSize = vec(0.6, 0.5, 0.6),
model = "assets/models/env/temple_catacomb_skeleton_down.fbx",
placement = "wall",
replacesWall = true,
editorIcon = 92,
}
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