[to Devs] An idea to improve Altars/Alcoves
Posted: Wed Feb 06, 2013 9:39 pm
I had an idea on how to improve usability of altars and alcoves for scripting in the editor.
Not sure if it can be implemented, but I'll give it a try
Usually altars and alcoves are used for holding items, but also they are involved for puzzles.
We all know how to make a simple script to open a door when, for example, a red gem is placed on an altar.
So why don't let altar/alcoves act like a lock?
My idea is to add an "activated by" text box, if the modder write an item into this box, then the "activate", "deactivate", "any" events for the connectors will only be triggered if that item is involved.
If nothing is written in the textbox then all the items will trigger the events.
So, for my previous puzzle, the alcove will have an "activated by" red_gem, the connector will be just a simple "any" - "door" -"toggle", without scripting at all.
How does that sounds?
Not sure if it can be implemented, but I'll give it a try
Usually altars and alcoves are used for holding items, but also they are involved for puzzles.
We all know how to make a simple script to open a door when, for example, a red gem is placed on an altar.
So why don't let altar/alcoves act like a lock?
My idea is to add an "activated by" text box, if the modder write an item into this box, then the "activate", "deactivate", "any" events for the connectors will only be triggered if that item is involved.
If nothing is written in the textbox then all the items will trigger the events.
So, for my previous puzzle, the alcove will have an "activated by" red_gem, the connector will be just a simple "any" - "door" -"toggle", without scripting at all.
How does that sounds?