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Moving Alcoves, Walls, etc.

Posted: Sat Oct 06, 2012 3:33 am
by Сталкер
Is it possible to cause a wall / alcove to push down a tunnel whatever amount of squares when activated?

What I'm hoping to accomplish: By placing an item inside an alcove, instead of opening a secret door or unlocking a door, that alcove will move down the tunnel to reveal a hidden passage way. The alcove itself is the secret door.

This would be a fantastic effect!

Re: Moving Alcoves, Walls, etc.

Posted: Sat Oct 06, 2012 3:37 am
by Neikun
Hmm. give me a second. I'm going to see if the answer is as simple as I hope it is.

Although, I think you're trying to talk about a custom animation.

Re: Moving Alcoves, Walls, etc.

Posted: Sat Oct 06, 2012 3:37 am
by Lmaoboat
I don't know about moving, but you could do it crudely by deleting and creating alcoves in sequence.

Re: Moving Alcoves, Walls, etc.

Posted: Sat Oct 06, 2012 3:43 am
by Neikun

Code: Select all

defineObject{
	name = "dungeon_secret_door_alcove",
	class = "Door",
	model = "assets/models/env/dungeon_wall_alcove.fbx",
	openSound = "wall_sliding",
	closeSound = "wall_sliding",
	lockSound = "wall_sliding_lock",
	openVelocity = 0.5,
	closeVelocity = -0.5,
	secretDoor = true,
	placement = "wall",
	editorIcon = 120,
}
This will have an alcove wall piece slide into the ceiling.
You won't be able to interact with the alcove, though I think if you place a logical alcove on top of it, you could.
And then you could link that logical alcove to an lua script and do the following:
Placing a specific item on the alcove causes the alcove secret door to slide up while simultaneously triggering an lua script that destroys the logical alcove.

Re: Moving Alcoves, Walls, etc.

Posted: Sat Oct 06, 2012 3:53 am
by Сталкер
@Lmaoboat: I didn't even think of that. Indeed it would be very crude - lol - so I figure there's a way to place items at precise areas per square? The script could look very ugly and cause problems though.

@Neikun: I was afraid of having to go custom animation, and it was the first possible solution that came to me. That could be the easiest way to do it, unless importing custom animations is tough.

Having two different alcoves, one for the effect and one for the trigger (then being destroyed), should do. Opening like the secret door prop does will do. Thank you!

Re: Moving Alcoves, Walls, etc.

Posted: Sat Oct 06, 2012 3:59 am
by Neikun
Good to know.
Remember, I'm the alcove guy. 8-)
So if you need help with a logical alcove, I can help.
Batty and crisman are also really good with alcoves. the three of us do a lot of the piloting in viewtopic.php?f=14&t=3411

Re: Moving Alcoves, Walls, etc.

Posted: Sat Oct 06, 2012 4:10 am
by Lmaoboat
Thought I should point out that the empty space in the Alcove will make it look kind of funny when it disappears into the ceiling.

Re: Moving Alcoves, Walls, etc.

Posted: Sat Oct 06, 2012 4:23 am
by Neikun
It should also be noted that you can throw items through the alcove/secret door.
It should also be noted that if you place it wrong, it will be backwards facing.