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Gobelins

Posted: Sat Nov 08, 2014 12:54 pm
by Aisuu
Anyone redo gobelins from LOG1? I folowed Skuggasveinn tutorial Breakable Walls and I cant get it work. Iam testing it with wall_ivy.
My code so far..
SpoilerShow

Code: Select all

defineObject{
	name = "gobelin",
	baseObject = "dungeon_wall_ivy_01",
	components = {
		{
			class = "Obstacle",
			hitSound = "barrel_hit",
			hitEffect = "hit_wood",
		},
		{
			class = "Health",
			health = 0,
			spawnOnDeath = "dungeon_wall_ivy_02",
		},
		{
			class = "Controller",
		},
	},
	placement = "wall",
	editorIcon = 92,
}
It work okey, but with one glich. You have to by one tile away from it. What am I doing wrong?
I tryed offset it somehow, but Iam lost..

Re: Gobelins

Posted: Sun Nov 09, 2014 1:27 pm
by Aisuu
Well, only thing I figure out is that wall and gobelin have to by one model. And that is pretty annoying :cry:
If there is lua guru around, any help would be appreciate.

In LOG1 it was easy with class = "WallTapestry",

Re: Gobelins

Posted: Mon Dec 15, 2014 9:39 pm
by Isaac
Gobelin as per LoG1, but using the LoG2 wall cloth.

Code: Select all

defineObject{

	name = "gobelin",
	baseObject = "base_wall_decoration",
	components = {
					{
					   class = "Clickable",
					   onClick = function (self)
									playSound("wall_tapestry_tear")
									self.go:spawn("castle_wall_cloth_torn")
									self.go:destroy()
								end,
						offset = vec(0,1.5,0),
						size = vec(3, 3, .1),
					},

					 {
					   class = "Model",
					   model = "assets/models/env/castle_wall_cloth.fbx",
					},

					{
					 	class = "Obstacle",
						blockParty = false,
						blockMonsters = false,
						blockItems = false,
						repelProjectiles = false,

					},
					{
						class = "Health",
						health = 1,
						immunities = { "poison", "physical"},
						spawnOnDeath = "castle_wall_cloth_torn",
					},

	}
}

Re: Gobelins

Posted: Mon Dec 15, 2014 9:48 pm
by Drakkan
Isaac wrote:Gobelin as per LoG1, but using the LoG2 wall cloth.

Code: Select all

defineObject{

	name = "gobelin",
	baseObject = "base_wall_decoration",
	components = {
					{
					   class = "Clickable",
					   onClick = function (self)
									playSound("wall_tapestry_tear")
									self.go:spawn("castle_wall_cloth_torn")
									self.go:destroy()
								end,
						offset = vec(0,1.5,0),
						size = vec(3, 3, .1),
					},

					 {
					   class = "Model",
					   model = "assets/models/env/castle_wall_cloth.fbx",
					},

					{
					 	class = "Obstacle",
						blockParty = false,
						blockMonsters = false,
						blockItems = false,
						repelProjectiles = false,

					},
					{
						class = "Health",
						health = 1,
						immunities = { "poison", "physical"},
						spawnOnDeath = "castle_wall_cloth_torn",
					},

	}
}
thanks ;)