A small thing, but... wall object (DMute)

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beowuuf
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A small thing, but... wall object (DMute)

Post by beowuuf »

putting c in the third byte of a wall object will mean that it can only be activated by a mouse when the object is the last one on the list (much like my recent posting on the power gem objects)

Combine these two and you can create, as someone asked about months ago, a gem hole that can be turned into a toggling switch!

Have three wall objects-

1) Green/blue button (out), active with 3rd byte c, and activating whatever (say a toggle to a door)
2) Green/blue button (in), inactive with 3rd byte c, and 7th byte 10
3) Gem hole, with 3rd byte 91 and 4th 41/40. active and initially activating the door, etc

So, when the gem is placed in the hole, it will initially toggle the effect, and give a button (in) graphic (and this object will be removed). Only now can the button be activated as normal with the mouse, pressing to reset it (button out), then pressing it again to toggle.

I have tried to create a 'bouncing' switch using pressure pads in the wall, but this seems to crash the game (dson't know why), but this double pressing button works fine.
Last edited by beowuuf on Fri Jul 07, 2006 4:39 pm, edited 1 time in total.
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beowuuf
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Re: A small thing, but...

Post by beowuuf »

The c activation actually automatically toggles, (I wondered why the above worked...ah well : ) )

So two better options are:

a) The toggling switch

1) Green/blue button (out), active with 3rd byte c, and activating whatever (say activating a door)
2) Green/blue button (in), active with 3rd byte c, and deactivating whatever (say deactivating a door)
3) Gem hole, with 3rd byte 91 and 4th 41/40. active and initially activating the door, etc

The initial gem will trigger whatever effect, then each subsequent press will toggle craphics and toggle the effect on and off again

b) The bouncing switch

On one blank wall tile anywhere on the level create:
1) wall object, invisible (no graphic), north facing, active with 3rd/4th bytes 5 0, activating whatever (toggling a door)
2) wall object, invisible, north facing, active with 3rd/4th bytes 5 0, activating with a close effect the next tile (where the gem switch will be), delay of 1 (or whatever). Add 10, 20 or 30 to the 7th byte for an east, south or west gem switch to be targetted.

For the gem switch tile, create:
3) Green/blue button (out), active with 3rd byte c, and with a close effect to the first tile.
4) Green/blue button (in), inactive with 3rd/4th byte 5 0, and 7th byte 10
5) Gem hole, with 3rd byte 91 and 4th 41/40. active and generating a close effect to the first tile.

With this, when the gem is placed into the wall, the first tile is activated. This will toggle whatever (open the door), and then a return close effect will cause 3) to toggle with 4) in the gem switch so that the switch 'bounces' back into the out position. From now on each time this switch is pressed in, toggling the dorr, the switch will bouce back to out.

THe c in the 3rd byte is only needed for the gem switch. A normal switch with 1), 2) 3) and 4) only, with 1 in the 3rd byte of 4) can be created. In this case 3) and 4) should be swapped over.
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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All right!

Post by Zyx »

Yeepee! There is still a dmuter alive!
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beowuuf
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Re: A small thing, but...

Post by beowuuf »

lol, yes...I have the beginnings of a small dungeon I've dug out again....not sure when I'll ever get it finished though...
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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