Hmm, I never actually wrote this here before...ok, here's how it works
1) Find the wall object graphic that corresponds to 1x in the 6th byte, and change it to alcove.
2) Create a teleporter somewhere on it's own (hidden in a wall), and add a pressure pad, graphic 1
3) Clone this tile (note its 7th and 8th bytes in the tile hex) as a wall instead wherever needed. Change the facing, and add any activation effect to the alcove.
4) For the trigger, have it targetting the original teleporter square instead.
This has no ill effects, you could even have two-four pressure pads and a 'default facing/spin effect on the teleporter to it's own square so that if you trip the alcove you have to go to another alcove (same cloned square but a different face visible) to find it. It's definitely the last thing anyone would expect : )
Teleporting alcove (DMute tutorial)
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- Gambit37
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Re: Teleporting alcove
Perhaps i'm quite dumb, but I don't have a clue what this means... there seems to be some instructions missed out.
in 1) what wall object graphic are you referring to?
In 2) how do you 'hide' a teleporter in a wall - you can't do this in DMute as the tile types override each other - either it's a wall or a teleporter, but you can't have both...
in 3) you're saying clone the teleporter/wall tile as a wall, and to change it's facing - what facing? If it's a wall, it doesn't have a facing... etc.
Anyway, could you explain this again please?
in 1) what wall object graphic are you referring to?
In 2) how do you 'hide' a teleporter in a wall - you can't do this in DMute as the tile types override each other - either it's a wall or a teleporter, but you can't have both...
in 3) you're saying clone the teleporter/wall tile as a wall, and to change it's facing - what facing? If it's a wall, it doesn't have a facing... etc.
Anyway, could you explain this again please?
Re: Teleporting alcove
Lol, ok, here's a better version
1) Create a new wall object. Hex edit the 6th byte to 1x...ie change the first nuber to 1. Click ok, and then right click on the object, This will bring up DMute's own interface for wall objects Use the left hand 'change all graphics of this type' funnction to change this wall object type to alcove (eg if 1x in the 6th byte correspionded to manacles, then this will change all manacles to alcoves). Now, delete this object....it has surved it's purpose.
2) Create a teleporter away from any other part of the dungeon - ie surrounded by walls, and innaccessable from the usual dungeon. Now add a pressure pad to this tile. Give it a graphic or 1. Note the 1st and 2nd bytes of this pressure pad (or simple note the 7th and 8th byte of the tile hex, either is usable).
3) Where you want there to be a teleporting alcove, hex edit the tile. Change the 3rd byte to 10, the 7th and 8th byte to the previously noted numbers in 2). An alcove object will now appear - alter the direction of the alcove as needed (the created pad will form a north facing alcove), and edit/hex edit the alcove if you wish it to have any special function (like activate if carbomite placed in it).
4) Create the trigger for the alcove, but have it target the original (hidden) teleporter square.
So what will happen is that any item placed in the alcove will also appear on the cloned teleporter square. When this teleporter is triggered, the item will be teleported off the pad, and hence from the alcove too. You want to use a low numbered graphic for the alcove as the cloned pressure pad will also have the same value for graphivc, and pressure pads are usually less flexible.
I hope this is slightly cleared, and shows what is going on.
1) Create a new wall object. Hex edit the 6th byte to 1x...ie change the first nuber to 1. Click ok, and then right click on the object, This will bring up DMute's own interface for wall objects Use the left hand 'change all graphics of this type' funnction to change this wall object type to alcove (eg if 1x in the 6th byte correspionded to manacles, then this will change all manacles to alcoves). Now, delete this object....it has surved it's purpose.
2) Create a teleporter away from any other part of the dungeon - ie surrounded by walls, and innaccessable from the usual dungeon. Now add a pressure pad to this tile. Give it a graphic or 1. Note the 1st and 2nd bytes of this pressure pad (or simple note the 7th and 8th byte of the tile hex, either is usable).
3) Where you want there to be a teleporting alcove, hex edit the tile. Change the 3rd byte to 10, the 7th and 8th byte to the previously noted numbers in 2). An alcove object will now appear - alter the direction of the alcove as needed (the created pad will form a north facing alcove), and edit/hex edit the alcove if you wish it to have any special function (like activate if carbomite placed in it).
4) Create the trigger for the alcove, but have it target the original (hidden) teleporter square.
So what will happen is that any item placed in the alcove will also appear on the cloned teleporter square. When this teleporter is triggered, the item will be teleported off the pad, and hence from the alcove too. You want to use a low numbered graphic for the alcove as the cloned pressure pad will also have the same value for graphivc, and pressure pads are usually less flexible.
I hope this is slightly cleared, and shows what is going on.
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!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!