Drawing boxes and multiple activations

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Post Reply
Fistchandeles
Posts: 23
Joined: Wed Sep 12, 2012 10:02 pm

Drawing boxes and multiple activations

Post by Fistchandeles »

First, I think the editor would benefit from being able to make rooms using a draw box tool.

Second, This may already be possible, but I'm not sure so I'll throw it out there. Is there a way to set up a lever to activate multiple objects at once quickly? I mean quicker than doing it one at a time. If not then the editor would absolutely benefit from that as well.

Finally, is there a limit to the number of objects a lever can activate?
User avatar
Komag
Posts: 3659
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Drawing boxes and multiple activations

Post by Komag »

There doesn't seem to be any practical limit, but maybe there is some huge limit like 256 or 65000 or something. But with the current editor, there is no scrollbar if you have lots of connections, you have to drag the Inspector window taller (thus shrinking the Preview) and there is only so far you can drag it, depending on your monitor resolution, etc.

I was able to link one lever to 21 doors before running out of room. With the Preview window at a good size, I can have about 10 connections max
Finished Dungeons - complete mods to play
Fistchandeles
Posts: 23
Joined: Wed Sep 12, 2012 10:02 pm

Re: Drawing boxes and multiple activations

Post by Fistchandeles »

Perhaps they should incorporate a scroll bar then. I was trying to create a maze like room with secret doors that changed when you pulled certain levers to a completely different maze but not only did I run out of room, but I also had to do each connection individually.
User avatar
petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: Drawing boxes and multiple activations

Post by petri »

Sometimes it's easier to use a single script than many connectors. For example the following script when activated will open all doors with ids secret_door_1, secret_door_2, ... secret_door_10

Code: Select all

function activate()
  for i=1,10 do
    local door = findEntity("secret_door_"..i)
    if door then
      door:open()
    end
  end
end
User avatar
Komag
Posts: 3659
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Drawing boxes and multiple activations

Post by Komag »

ah, nice trick!
Finished Dungeons - complete mods to play
Post Reply