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Invisible walls II

Posted: Thu Jun 28, 2001 9:15 pm
by beowuuf
Gambit already asked about proper invisible walls, but how about invisible walls that only block objects or monsters or the party? For some ideas teleporters aren't enough...

Example - monster teleporter blockers have to be in an area where there can only be one destination for the monster to get pushed back too, or else it looks strange. A teleporter in the middle of a room will cause monsters to flip behind you occasionally.
Object teleporters blockers..the object keeps flying uintil it runs out of speed - it would be nice to have things fall or explode instantly

Ideas - having a monster in an object blocker wall - spells and thrown weapons explode hamlessly against him, he's immune until you can remove the wall or lure him out
A more evil 'no fireballs' room where any spell thrown will instantly explode in the party's face

Posted: Mon May 12, 2003 7:32 pm
by Gambit37
A very old suggestion this one, but just to say that this can be achieved now using cloned pillars that have transparent graphics...

Posted: Mon May 12, 2003 7:52 pm
by beowuuf
Lol, finally you get your invisible wall maze!

I kinda assume I'll never see my object/monster walls though...ah well... : )

Posted: Mon May 12, 2003 8:04 pm
by cowsmanaut
Can you not make a monster with 0 movement, 0 attack power, and lots of hitpoints?

Posted: Mon May 12, 2003 9:14 pm
by beowuuf
You could but that would give no damage walking into them though...

Posted: Tue May 13, 2003 4:57 am
by cowsmanaut
you also couldn't knock on them.. I guess that's how you would tell you can destroy it.

Posted: Sun Nov 20, 2005 5:40 pm
by Gambit37
Should this one now be archived, since invisible walls have been implemented?

Posted: Sun Nov 20, 2005 5:43 pm
by beowuuf
Those are plain vanilla invisible walls, mine were object type blockers like monster blocker, spell blocker, weapon blocker, etc

I assume no one else cares and it won't happen, so probably can be dunted

Posted: Sun Nov 20, 2005 5:56 pm
by George Gilbert
I think that you can now do most of this. In particular, the direction parameter that can be added to triggers allows all sorts of clever stuff with the right combinations of actions.

Posted: Sun Nov 20, 2005 5:58 pm
by Gambit37
Dunted? :shock:

Posted: Sun Nov 20, 2005 6:11 pm
by beowuuf
As, so a teleporter will actuveate if a spell/weapon is going in the right direction? Ok : )

Dunted - yes, it's a word...in my head...

Posted: Sun Nov 20, 2005 8:27 pm
by George Gilbert
beowuuf wrote:As, so a teleporter will actuveate if a spell/weapon is going in the right direction? Ok : )
Yep - have a look at the JotW in CSB to see an example.