Partially open portcullis

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Zo Kath Ra
Posts: 944
Joined: Sat Apr 21, 2012 9:57 am
Location: Germany

Partially open portcullis

Post by Zo Kath Ra »

I'd like to improve the "Four Plagues" puzzle:
viewtopic.php?f=20&t=7030

Problem:
If you put a correct item in an alcove, there's no feedback that it's correct - unless the other three alcoves already have correct items in them, in which case the portcullis opens.

Suggestion:
All alcoves are empty, and you put a correct item in one of them => the portcullis opens 10%.
Second => 20%
Third => 30%
Fourth => the portcullis opens completely.

Can this be scripted?
NutJob
Posts: 426
Joined: Sun Oct 19, 2014 6:35 pm

Re: Partially open portcullis

Post by NutJob »

Sorry this isn't an answer, but, I too have been wondering if this is possible.
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Doridion
Posts: 256
Joined: Tue Jun 10, 2014 9:23 pm

Re: Partially open portcullis

Post by Doridion »

Not sure than you can partially open a door. Four doors ( portcullis ) in line, ok, but only one opened partially ... hmmmm.

Doors opening is always the same animation, and if I refer to LoG1, there's no "break" in it one. Perhaps Leki or animation creator could create an animation with breaks, and calling these ones by script ?
NutJob
Posts: 426
Joined: Sun Oct 19, 2014 6:35 pm

Re: Partially open portcullis

Post by NutJob »

The one way I mused doing this, being the door opening is an animation and part of the frame updates, is to set the door to open slowly (so it's noticeable something's happening) with velocity/acceleration then destroy the door at 20% open and replace it with a custom asset 'of a door at 20%'.
Last edited by NutJob on Fri Oct 31, 2014 4:47 pm, edited 1 time in total.
Batty
Posts: 509
Joined: Sun Apr 15, 2012 7:04 pm

Re: Partially open portcullis

Post by Batty »

You could play a switch or click sound when the correct item is placed. But, partially open door would be interesting.
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Doridion
Posts: 256
Joined: Tue Jun 10, 2014 9:23 pm

Re: Partially open portcullis

Post by Doridion »

Huh i thinked about ! Could you use a destroying bloc instead of an opening door ?

Don't actually know how, but graphics and models are existing for broken walls. Defining a breakable door/wall couldn't be so difficult.
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Prozail
Posts: 158
Joined: Mon Oct 27, 2014 3:36 pm

Re: Partially open portcullis

Post by Prozail »

I have an idea.

Use two doors on top of each other. Click away everything but the frame on one, and remove the frame on the other. Then you can use SetWorldPositionY on the metal bars, and move them in steps (and play the sound).

works atleast on the portcullis.
NutJob
Posts: 426
Joined: Sun Oct 19, 2014 6:35 pm

Re: Partially open portcullis

Post by NutJob »

Prozail wrote:I have an idea.

Use two doors on top of each other. Click away everything but the frame on one, and remove the frame on the other. Then you can use SetWorldPositionY on the metal bars, and move them in steps (and play the sound).

works atleast on the portcullis.
~tip of the hat~

That's a great idea, and should undoubtedly work.
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