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[Done for V0.36] Inanimate blocking objects

Posted: Wed Jan 24, 2001 3:13 pm
by George Gilbert
Objects such as pillars (e.g. like in DMII and Bloodwych) can block party/monster progress but do not completely block the view like a wall. Possibly include a sub-class of low height objects that don't block flying objects, but do block the party?

George

Re: Inanimate blocking objects

Posted: Wed Jan 31, 2001 3:15 pm
by Gambit37
I especially like this. In DM2 there are tables that can be moved about, and you can throw objects over them but monsters can't get to you.

Objects like this would be cool when combined with multi frame animated monsters. Imagine a giggler being trapped behind a table. The party thinks they are safe, but he leaps up on the table, steals a nice sword, then jumps off and runs away....

hey .. you know

Posted: Wed Jan 31, 2001 8:26 pm
by cowsmanaut
doesn't RTC do most of this already? I mean with steel grate doors? You have an area that you can shoot through .. small things .. but blocks movement?

it's just going a little further is all..

pillars/tables/etc

Posted: Tue Feb 13, 2001 2:46 am
by Pharaoh
Yeah, I was thinking the exact same thing. You can even throw objects through the holes in a portcullis, provided they're small enough.

Posted: Mon May 12, 2003 7:37 pm
by Gambit37
George, you've implemented the pillars now, but do you have any plans to make 'short' objects as in your original suggestion?

Posted: Tue May 13, 2003 3:41 pm
by Gambit37
Also, how about adding a STRENGTH/HITPOINTS parameter to these kinds of objects so that the party can destroy them? If they could also include a CONVERT_TO parameter, we could display 'broken' graphics for the item once it's been destroyed. Beowuuf would then be able to make his collapsing wall...

Posted: Tue May 13, 2003 6:55 pm
by beowuuf
Lol, did i want a collapsing wall? I think i intended to just use monsters, but yah, a collasing wall, destructable tree, breakable table - all would be covered under this strength/hit point attribute on a pillar, and all would be cool and welcome

Posted: Sat Jun 28, 2003 6:58 pm
by Gambit37
Also, the ability to switch off the damage for a cloned pillar item would be very sensible. Not everythinbg that could bar the party's way would necessarily cause them damage if they run in to it!

So with my other improvements, I suggest that pillar objects could have these parameters:

HEALTH=(XX)
HEIGHT=(YY)
CONVERT_TO=(ID)
DAMAGE=(YES/NO)

Posted: Tue Jan 03, 2006 2:10 pm
by Gambit37
Is there any possibility of helf-height items in v0.35?

Posted: Tue Jan 03, 2006 2:41 pm
by George Gilbert
Possibly - I'd rather sort out the perspective issues first though as this will mean some other changes in this area.

Posted: Tue Jan 03, 2006 5:12 pm
by Adamo
Gambit said:
I especially like this. In DM2 there are tables that can be moved about, and you can throw objects over them but monsters can't get to you.
what about the flying monsters?

Posted: Tue Jan 03, 2006 5:13 pm
by Gambit37
Well obviously flying ones can get to you. I was talking about those that walk. ;)

Posted: Sun Mar 12, 2006 1:20 am
by George Gilbert
Done for V0.36