I think I found out the following:
If you use a wallobject as a trigger, and you want to have it invisible until its activatet somehow, you have no chance.
-if you set it on "invisible" the toggle-action set the trigger-state of the wallobject and not the visible/invisible state of it - so it stays invisible.
- if you set it on "alternate state" (and have not defined an alt_bitmap) the toggle-action makes the invisible wallobject visible, but it works also in the invisible state!
George, can you change the behavieor somehow, that wallobjects which work as triggers are switchable between visible/invisible??
THOM
wall object as triggers
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As beowuuf said, I can't do this as it would break lots of existing dungeons.
You can however nicely get around the problem of not being able to toggle the invisibility of switches by using existing mechanics. For example, have a look at the buttons behind the metal plates in DM-II. They're always "visible" but not operable until you've removed the metal plates (which hide them).
You can however nicely get around the problem of not being able to toggle the invisibility of switches by using existing mechanics. For example, have a look at the buttons behind the metal plates in DM-II. They're always "visible" but not operable until you've removed the metal plates (which hide them).