I think, since things are somewhat slow around these parts while we wait for LoG2 announcements, that I will re-visit some old threads that the "new-guard" of modders, would benefit from reading. . .So my first "Re-post" is "unintended objects", hope you like it!: (p.s. A lot of these guys saw this 2 years ago, just rehashing because i'm bored and miss the more active days!)
If you have never seen these, you NEED to go look at the "useful threads" thread. It will change your life! (Very late WTG on that Komag!)
I 'd like to mention that most of these tricks and ideas came from this forum, plodding through hundreds of topics and seeing that one golden submission with a damn great idea.
To make a floating object that the party can pick out of midair: Build a mouth slot against a wall, then remove wall and add object to mouth slot (like you would for an alcove or monster) and presto! Floating object from any angle.
For illusionary walls: Same thing, build ANY wall object against a wall. (I have found that Temple_Glass_Wall 1,2 or 3 are excellent because they can give the player a visual cue)4 sphere pics on glass, One square pic, just looks off enough to investigate, but still a wall.To fix back side graphics simply do same thing on back side of wall.You can even make a secret door that reveals the illusion to players early in the dungeon to make players aware for later on.
Simple timed trapdoors:Make a timer that opens the trap every 3 seconds, and another that closes it every 5 seconds.The timing gets away from each other, than back closer to one another so that you have to watch the pit and count to figure out when to go. you can even do an entire room of 30 pits ,timed together so the player has to be careful the entire way through.Like pad closes pit...next pad closes pit....next pad closes pit, then it starts opening and closing to trick players not being careful.
set a trigger on a 2 second timer On the square where a player turns left or right.Before they turn they notice the INACCESIBLE area in front of them, and keep going...to find some sort of "Ahem....behind you" cue so when they go back, it's OPEN and they wonder how the hail they missed it!
Shops: place blockers around a creature WITHOUT ranged attack (I used Ogres).Place an altar in front of him and set it to trigger a script check for your intended currency/activate a timer set to 0.1 for a teleporter on the altar square/and whatever type of door etc to open. I used gems (Dungeon Master 2 shout out.)I also had teleporter send the gem to the Ogre so u can see that he got it. I wanna figure out how to teleport into an invisible mouth_slot.
The hidden alcoves used for the second shop are so easy, build a secret door, then remove the area behind it so door is built on a dead end.place alcove. The door/Alcove combos can be very ugly, so check it out first.
The Warden Traps: Have timers set up to a row of ceiling lights that are deactivated.Place your hidden pad to start the timers going in succesion in whatever increment you want(think i used .4),with each timer activating its light, and de-activating the PREVIOUS light AND previous timer. Have the last timer in the sequence (think i used 6 timers)activate a teleporter linked to a hidden warden, and lighting a 7th light directly above him in addition to deactivating all previous lights a timers.If your a really nice
DM, use the last timer to open a passage out somewhere nearby.
Gas/Electric chambers:activate Lever is set to a timer on 1 second.that connects to multiple spawners activate in the room spawning whichever spell you want.Deactivate lever deactivates spawners.Get creative with your victims, drop em in with a teleporter trap or somethin caused by the player, giving them a sense of acclompishment when they get to Zap it.
Activate Once or not can play a huge roll in making complex traps hidden from the player.
Add your tips guys, we're all learning a lot of tricks every day, Share!!!
Old thread re-visited (unintended objects)
Old thread re-visited (unintended objects)
Last edited by msyblade on Sat May 24, 2014 8:01 pm, edited 1 time in total.
Currently conspiring with many modders on the "Legends of the Northern Realms"project.
"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades
"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades
Re: Old thread re-visited (unintended objects)
Alcoves can be made invisible by not defining a model. A custom alcove placed facing into a wall or inaccessible area, cannot have the item removed.
So...
So...
- You can place ANYTHING ~precisely anywhere (including custom dungeon architecture), by simply making it an Item
and putting it in the alcove. Just adjust the anchorPosition and anchorRotation attributes until it's positioned where you want it.
- Eleven Warrior
- Posts: 752
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: Old thread re-visited (unintended objects)
Hi 
Interesting Issac... What do you mean by your comment?? Is it the same as adding a invisible texture to the Alcove object?? I would like to know more on your thoughts bro
Interesting Issac... What do you mean by your comment?? Is it the same as adding a invisible texture to the Alcove object?? I would like to know more on your thoughts bro
Re: Old thread re-visited (unintended objects)
If you define a new [custom] alcove, and do not include a model attribute; [eg. like model="myAlcove.fbx"]... then it has none, and nothing shows up in the game except for the interactive shelf ~the alcove. Anything that you put in the alcove appears wherever you define the item position for the alcove. If the front of the alcove is facing away from the player, or in an area that they cannot access, then the item can never be removed by the player; sometimes that's what's intended.Eleven Warrior wrote:Hi
Interesting Issac... What do you mean by your comment?? Is it the same as adding a invisible texture to the Alcove object?? I would like to know more on your thoughts bro
The reason that I did it that way in my ORRR2 troom, is because I had to reuse the exact same models on all three floors, and you can't do that conventionally when they need to appear with different orientations and locations; normally that's fixed in the model file. Using Alcoves and Items in this way, allowed me to reposition them independently of the fixed locations in the model files; and use the same models in radically different positions on three different floors.
- Eleven Warrior
- Posts: 752
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: Old thread re-visited (unintended objects)
Issac that sounds very interesting thxs for the information
I think I get it, I will try it out. Thxs again 
PS: Mysblade your file on Nexus is hidden..
PS: Mysblade your file on Nexus is hidden..