secret button for crystal mine
Posted: Wed Dec 31, 2014 1:02 pm
I figured how to add a secret button in the mine tileset: for the mine I think it need a completely new model, but for the crystal mine tileset, it's easy to make a custom button:
I ve modified a castle button, and use the rune particle to show the "invisible" button on a crystal mine pillar:
here what it gives:
you can see small rune particles. On the faceview it is hard to see in the screenshot, but you saw it better in the game.
it is relatively well hiden, as a secret button should be.
the object definition:
the particle: (it is the same particle than the castle button but without glow, stars and fog)
you have to place a crystal pillar (or even on a crystal wall, as long there is some glowing crytal behind), the orientation should be 1.
then uncheck the model in the component description, or you will see a castle wall button.
I ve modified a castle button, and use the rune particle to show the "invisible" button on a crystal mine pillar:
here what it gives:
you can see small rune particles. On the faceview it is hard to see in the screenshot, but you saw it better in the game.
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the object definition:
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Code: Select all
defineObject{
name = "mine_secret_button_crystal_pillar",
baseObject = "wall_button",
components = {
{
class = "Model",
model = "assets/models/env/castle_wall_button.fbx",
offset = vec(-0.16,0.78,0.335),
},
{
class = "Particle",
particleSystem = "runic_2",
offset = vec(-0.16,0.78,0.335),
},
{
class = "Light",
offset = vec(-0.16,0.78,0.335),
range = 3,
color = vec(0.5, 1.0, 2.5),
brightness = 3,
fillLight = true,
},
{
class = "Clickable",
offset = vec(-0.16,0.78,0.335),
size = vec(0.25, 0.25, 0.25),
--debugDraw = true,
},
},
replacesWall = false,
}
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Code: Select all
defineParticleSystem{
name = "runic_2",
emitters = {
-- runes
{
emissionRate = 4,
emissionTime = 0,
maxParticles = 100,
boxMin = {-0.15, -0.1,-0.1},
boxMax = { 0.15, 0.1, 0.2},
sprayAngle = {0,360},
velocity = {0.05,0.1},
texture = "assets/textures/particles/magic_runes.tga",
frameRate = 2,
frameSize = 32,
frameCount = 9,
lifetime = {1,2},
colorAnimation = false,
color0 = {1, 1, 1},
opacity = 1,
fadeIn = 0.1,
fadeOut = 0.1,
size = {0.05, 0.075},
gravity = {0,0,0},
airResistance = 1,
rotationSpeed = 1,
blendMode = "Additive",
depthBias = 0.1,
objectSpace = true,
},
}
}
then uncheck the model in the component description, or you will see a castle wall button.
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