The Custom Alcove Thread. (Neikun, Batty and Crisman)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Ciccipicci
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Ciccipicci »

Neikun, love the note alcove!
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Neikun
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Neikun »

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.
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crisman
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by 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...
Image
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,
} 
a warning, do not use if you have items that end with "_gem" ;)
EDIT: I forgot to add getItemCount!
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Brodie301
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Brodie301 »

Can i add a note/scroll i wrote say note_1 to alcove without script?
The FORCE is with me!!!
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crisman
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by 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
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SpiderFighter
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by SpiderFighter »

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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Image
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Komag
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Komag »

haha, I love it!

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SpiderFighter
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by SpiderFighter »

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
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Neikun
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Neikun »

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
"I'm okay with being referred to as a goddess."
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SpiderFighter
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by SpiderFighter »

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
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.
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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,
}
Here's the script and picture for the skel on the bottom. Since the player's eye is already looking down more carefully at this one (than up above), I moved the key over to his left hand only (although his right hand holds the top of it). It should also be noted that I have not tried placing other objects with these...they were made just for keys, so you may need to tweak them for other items.
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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,
}
pic:
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Image
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