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Spawning items relative to party

Posted: Mon Sep 09, 2013 3:57 pm
by boyflea
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

Re: Spawning items relative to party

Posted: Mon Sep 09, 2013 5:11 pm
by Komag
(complex) answers can be found in the scripting reference. You can check the party facing and shoot projectiles:

http://www.grimrock.net/modding/scripting-reference/

Re: Spawning items relative to party

Posted: Mon Sep 09, 2013 10:38 pm
by boyflea
Ah, excellent - thanks!