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any way to do dream sequences? Even the same exact ones?

Posted: Fri Oct 26, 2012 2:13 am
by Komag
I want to trigger the cube dream messages upon resting or upon an event. Even if we can't change the messages or anything, I would like to just get the original game ones working - possible?

(I couldn't find any clue about them in the asset pack scripts, and only a model)

Re: any way to do dream sequences? Even the same exact ones?

Posted: Fri Oct 26, 2012 2:15 am
by Neikun
I think I saw an onSleep hook somewhere in the references.

EDIT: For party,
onRest: a hook which is called when the party starts resting. The function gets one parameter, the party itself. If the function returns false, resting is cancelled.
onWakeUp: a hook which is called when the party wakes up. The function gets one parameter, the party itself. If the function returns false, waking up is cancelled.

That would be a good place to start.

Re: any way to do dream sequences? Even the same exact ones?

Posted: Fri Oct 26, 2012 2:31 am
by JohnWordsworth
I know it's not quite the same, but I think I remember seeing that the gears are models in the asset pack. I guess you could probably make them a decoration or something, put them in a room with custom walls that are completely black and/or shroud them with a pile of fog and FX and use a bunch of hudPrint messages. Then you just teleport them there in the onSleep hook.

Heh, that gives me a cool idea - you could also implement a dream world that your party go to (could even be included in some story and/or puzzles) by teleport to/from the dream world alternately when you wake up from rest.

Re: any way to do dream sequences? Even the same exact ones?

Posted: Fri Oct 26, 2012 2:35 am
by Neikun
Dream you, real you. Very nice!

The gears model is indeed there. It is also huuuuge. Not entirely sure how to make it work in a dungeon. It's designed to be seen below the floor and above the ceiling.

Re: any way to do dream sequences? Even the same exact ones?

Posted: Fri Oct 26, 2012 8:20 am
by nichg
You could use a tileset with empty models for everything I guess, and teleport them to that level.

Re: any way to do dream sequences? Even the same exact ones?

Posted: Fri Oct 26, 2012 11:45 am
by Komag
Those are some interesting ideas, I'll have to try some of it and see what works or not

Re: any way to do dream sequences? Even the same exact ones?

Posted: Fri Oct 26, 2012 11:49 am
by Komag
I just tried using a new wallset where I simply commented out all the models for things like ceilings, walls, etc, and as soon as I tried to go into a preview the editor crashed with:
"attempt to index a nil value" and listed "placeCeilingMesh" and "placeWalls" among other stuff.

Is there any model that is "blank" I could try/use?

EDIT - I tried setting all the ceilings, floors, walls, and pillars to metal_hooks_wall.fbx and it works, the whole world is black except for a million floating hooks! So a blank model would work I think.

When I place the dream model in the room it looks pretty huge and good, but there is no animation - any idea how to "jump start" it?

Re: any way to do dream sequences? Even the same exact ones?

Posted: Fri Oct 26, 2012 11:57 am
by Neikun
if you downloaded my trials of turnulsk source, I have a model file that is a microscopic dot in transparent space.
Probably invisible.
It should be called empty.model or something

Re: any way to do dream sequences? Even the same exact ones?

Posted: Fri Oct 26, 2012 12:43 pm
by Komag
Got it, tried the "empty" model, it's working pretty well! Except I see a tiny sparkling line, sorta diagonal. It's ALMOST perfectly blank and nothing, but not quite.

So this is indeed a method to get a "floating in space" wallset working, at least.

Re: any way to do dream sequences? Even the same exact ones?

Posted: Fri Oct 26, 2012 1:32 pm
by Daniv
I made a transparent texture and applied it to a floor, ceiling, wall and pillar model, just to make a basic wall set. I can see torches hanging in space on the other side of the walls, so I think it's working.

> Clear Walls <

import "mod_assets/scripts/clear_wall_set.lua"