Preventing damage from pit falls?

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Gambit37
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Preventing damage from pit falls?

Post by Gambit37 »

Is there a way of stopping the scream and the damage that occurs when falling down a pit?

I need a solution that doesn't rely on intermediate teleporters that can be generalised to work on any tile, without the need for setting extra controls. I've tried several methods using combinations of actions such as LEVITATE, CLIMB DOWN, etc -- but the combinations either invoke other bugs (you can be inserted into solid rock TWO levels down) or simply don't work.
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THOM
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Re: Preventing damage from pit falls?

Post by THOM »

On my opinion the screaming and getting damaged is hardcoded... I think you can only choose the image of a false pit combined with a teleporter without a haze.
Why do you want to do it without that mechanic?
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Re: Preventing damage from pit falls?

Post by beowuuf »

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Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

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Gambit37
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Re: Preventing damage from pit falls?

Post by Gambit37 »

I did find a solution for the specific case I'm working on, but being able to turn off damage for pit falls would be a nice little engine addition.

The scream can actually be switched off by setting it's audio to NONE. There's an option for it in the editor which I didn't notice before :-)
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Re: Preventing damage from pit falls?

Post by ian_scho »

Gambit37 wrote:The scream can actually be switched off by setting it's audio to NONE.
Is this on a per level or dungeon basis? If it were per dungeon, it might not be a problem if you had lots of RTC smaller files set as chapters. I never understood why people didnt do this, importing their champions :)
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Gambit37
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Re: Preventing damage from pit falls?

Post by Gambit37 »

Per dungeon. Set it once, and the party will never scream falling down a pit (unless you then re-create a dungeon mechanism for triggering sounds on a pit fall)

Not sure how your episodic comment relates to this query :?
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ian_scho
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Re: Preventing damage from pit falls?

Post by ian_scho »

You were originally going for 6 distinct parts, I thought. So breaking them up into different RTC files instead of one über download may have been more manageable.
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Re: Preventing damage from pit falls?

Post by Gambit37 »

I think you've missed some threads. I cancelled that project and RTC can't do episodic stuff properly anyway. This is a new custom dungeon I'm working on, a gamebook adaptation :-) I'm discussing it in the private developers forum -- it's private to keep spoilers out of the main forum. Let me know if you want to be a member. :-)
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Re: Preventing damage from pit falls?

Post by ian_scho »

Yeah I caught that info. You'll be pushing the RTC engine to a new limit with your new baby... I wonder if ScummVM would have been a more appropriate match for a gamebook, but it looks way too complicated to me. It's patently obvious that you have ooodles of RTC experience, however:)

I assumed you could import champions in RTC and continue from there, but my ignorance shows itself here.
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Re: Preventing damage from pit falls?

Post by Jan »

R E M O V E D. :)
Last edited by Jan on Wed Sep 02, 2009 10:47 am, edited 1 time in total.
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Gambit37
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Re: Preventing damage from pit falls?

Post by Gambit37 »

Going off topic -- discuss ScummVM and gamebooks in other more appropriate threads please :-)
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Re: Preventing damage from pit falls?

Post by Duckman »

There already are no-damage pits in RTC DM II. In the void. Do just like they do.
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beowuuf
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Re: Preventing damage from pit falls?

Post by beowuuf »

Are they pits or are they teleporters?

And I remembered you took damage falling through them, weird, maybe you don't!
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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Re: Preventing damage from pit falls?

Post by Duckman »

beowuuf wrote:Are they pits or are they teleporters?

And I remembered you took damage falling through them, weird, maybe you don't!
Actually teleporters. But another idea what MIGHT work:

Make an action to create a custom, invisible staircase down in tile ye ar on and make anoher action to rotate the party, and then make third to delete it 1 tick later.

Problem is however that end game staticstics will reveal the dirtiness of the trick.
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