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

Posted: Sat Oct 27, 2012 4:06 pm
by Ciccipicci
Neikun, love the note alcove!

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

Posted: Sat Oct 27, 2012 4:07 pm
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.

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

Posted: Wed Oct 31, 2012 12:49 am
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!

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

Posted: Wed Oct 31, 2012 4:11 am
by Brodie301
Can i add a note/scroll i wrote say note_1 to alcove without script?

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

Posted: Wed Oct 31, 2012 4:45 am
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

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

Posted: Thu Nov 01, 2012 5:29 pm
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

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

Posted: Thu Nov 01, 2012 5:43 pm
by Komag
haha, I love it!

"from my cold dead hands!"

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

Posted: Thu Nov 01, 2012 6:15 pm
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

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

Posted: Fri Nov 02, 2012 1:02 am
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

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

Posted: Fri Nov 02, 2012 10:41 am
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