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Multiple wall types
Posted: Fri Mar 16, 2001 12:44 am
by beowuuf
I think I posted earlier befroe mid topic, so I wanted to repost. Will it be possible to have wall types like that combine, like wall objects can?
For example, having a teleporter in a wall (teleporting alcoves, or imaginary walls that contain spinners), combining false and real pits. (I'm guessing independant toggling of awall types will be impossible, but by sytarting with one open and one closed then they can be toggles between each other), being able to actually block mopnsters from doorways so there is no safe area to stand and no caching them in doors, etc.
Just a thought, i don't know if it would be possible to slip into the engin as is...
Re: Multiple wall types
Posted: Fri Mar 16, 2001 4:09 pm
by George Gilbert
Yep - all of that is already implemented (and indeed used in the DM dungeon, for example the switch that leads to the alcove appearing containing the falchion by the first mummy). Every object is entirely independent and can be put anywhere in the dungeon...
Re: Multiple wall types
Posted: Fri Mar 16, 2001 6:14 pm
by beowuuf
*rubbing hands*

Re: Multiple wall types
Posted: Thu Apr 05, 2001 3:35 pm
by Gambit37
I already asked this in an email to George, but thought it would be useful here too.
Assuming that graphics can be swapped in this manner, can different graphics have different behaviours? So for example, could you have an alcove graphic that behaved like an alcove (i.e. you can put objects on it) but that when you put a specific item in it, it behaves differently and displays another graphic?
For example, and alcove that looks and works like a normal alcove, but when you place a massive brick in it, it stops being an alcove and is now a switch...
Re: Multiple wall types
Posted: Thu Apr 05, 2001 5:51 pm
by beowuuf
Wouldn't that just be a normal toggling alcove? One that activates for bricks and toggles with a hidden 'full alcove' graphic that's set for a last object in wall switch?
Oh, that's a point, I am assuming that RTC will support all the usual DM functions found and posted on the DMute forum.... hmm, things like 'last wall object only' activated switches were easy through DMute so you could have this situation.
George, how much of the tricks that were possible in DM are possible in RTC? I'm thinking of lots of things posted in the Dmute forum that were only ever found by experienting, or were develpoed through bugs. For example, the teleporting alcove is possibly in DM with tile cloning : )