Page 36 of 36
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Posted: Tue Mar 19, 2013 4:17 pm
by AdrTru
msyblade wrote:Muhahahaha! Originality! The judge from the US gives him a 9.75!

Thak you, You are to kind

But this script has some bugs.
- suppose that player stay in front of alcove during manipulations
-> I have to find alcove without its name ( event is created by connectors without parameters )
I thing that modifications of this script will be useful for making - weapon rack, armored statue, puzzle for putting items in correct sequence, holder for magical items (manage particles and sounds), )atc.
So I tried to describe it.
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Posted: Tue Mar 26, 2013 4:52 pm
by AdrTru
I remaked my Torch holder mod.
Now it can use more types of multi alcove objects in same time.
(torch holder, Pile of items, Weapon rack, .... and it is possible make next alcove type)

3 types of alcoved objects

Weapon rack - position of weapon is little bit random
http://grimrock.nexusmods.com/mods/241
Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Posted: Tue Mar 26, 2013 4:58 pm
by Komag
Holy cow, that's awesome!

Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Posted: Thu Jan 01, 2015 9:00 pm
by Glew
Hi! I recall seeing a dragon statue mouth socket in the One Room dungeon 1 and after searching around I found this thread. I didn't read through all 36 pages admittedly.
Can someone tell me where/how I can get the dragon mouth socket? (and how to incorporate it into my mod?) Thanks!
edit: never mind, I found it. If anyone else is looking for it:
viewtopic.php?f=14&t=3411&p=36031&hilit ... ket#p35974
Code: Select all
defineObject{
name = "dragon_socket",
class = "Alcove",
anchorPos = vec(0.0, 1.49, 0.65),
targetPos = vec(0.0, 1.35, 0.35),
targetSize = vec(0.3, 0.3, 0.3),
placement = "wall",
onInsertItem = function(self, item)
return (item.name == "magic_orb" or item.name == "zhandul_orb" or
item.name == "machine_part_north") and self:getItemCount() == 0
end,
editorIcon = 92,
}