Spawning items relative to party
Posted: Mon Sep 09, 2013 3:57 pm
Hi,
I'm late to this party I'm afraid, where everyone is getting ready for Grimrock 2 I'm just about starting on Grimrock 1 custom map.
NB: If I'm posting in the wrong bit, please tell me and I'll post my little 'challenges' elsewhere:
FOREST AMBUSH QUERY
1/ have stumbled across the christmassy outside theme and Leki's bowman. What I wanted to create was a night-time forest level.
Premise: party must cross an area at night without being spotted by archers.
Archers are all killable though, so the bloody-minded can just beat them all, no-matter how many spawn. So wanted to bring some strategy to the area, forcing the party to adapt their behaviour to be more stealthy:
a-Party are travelling through area at night.
b-At key points, the light level of the party is checked.
c-if party is illuminated, arrows spawn behind the party and attack them.
d-Area is populated with spawning bowman who's numbers are restocked when such a trigger is encountered.
e-when party reach safe area, all triggers are destroyed and area is now 'clean'
So most of this I have bits for: the forest, bowman, light-level checks etc.
How do we spawn arrows?
How can we position these to always spawn behind the party?
again, apologies if posting in wrong bit.
cheers
DAVE
I'm late to this party I'm afraid, where everyone is getting ready for Grimrock 2 I'm just about starting on Grimrock 1 custom map.
NB: If I'm posting in the wrong bit, please tell me and I'll post my little 'challenges' elsewhere:
FOREST AMBUSH QUERY
1/ have stumbled across the christmassy outside theme and Leki's bowman. What I wanted to create was a night-time forest level.
Premise: party must cross an area at night without being spotted by archers.
Archers are all killable though, so the bloody-minded can just beat them all, no-matter how many spawn. So wanted to bring some strategy to the area, forcing the party to adapt their behaviour to be more stealthy:
a-Party are travelling through area at night.
b-At key points, the light level of the party is checked.
c-if party is illuminated, arrows spawn behind the party and attack them.
d-Area is populated with spawning bowman who's numbers are restocked when such a trigger is encountered.
e-when party reach safe area, all triggers are destroyed and area is now 'clean'
So most of this I have bits for: the forest, bowman, light-level checks etc.
How do we spawn arrows?
How can we position these to always spawn behind the party?
again, apologies if posting in wrong bit.
cheers
DAVE