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Repelling Monsters Both sides
Posted: Sun Feb 29, 2004 8:28 pm
by Big-J-Q
I know, that if you want to make an "invisible monster barrier", you need to use teleporters. However, I have this situation in my dungeon, that there is a "laughing pit" in a monster-infested area and I don't want nasties to fall through it. Like
......
XPX
.......
where . = floor, X = wall, P = pit. There are supposed to be monsters on the both sides of the pit. Is there a way to make the teleporter repel monsters from the both sides without transporting monsters to the other side of the pit AND at the same time allow them to stand in front of the pit? That would require (I think) having the teleporter on the pit-square, but that works properly if the monsters are swarming only on the other side. How can I teleport northern hordes to north and southern hordes to south?
Or do I just have to redesign this part of the dungeon
EDIT: Currently I have a system of two teleporters on the north and the south side of the pit which teleports monsters away from the vicinity of the pit, however I'd imagine that looks silly when the valiant party gazes with fear at the demons "God they are coming to get us! This is the end!" and when the demon steps nearer it makes a small quantum leap to another square

Posted: Sun Feb 29, 2004 8:42 pm
by beowuuf
That's why we need a monster blocker!
Hmm. Perhaps an 'invisible wall' (pillar, etc with no graphic or pit graphic as i can't find a noirmal invisible wall)
Also have two normally off teleporters (monster teleporting) under it
When the party isn't around then the pillar is active, and so blocks from both sides. If the party approaches, then the floor area infront of the pit has a weighted party activated floor tile that a) switches off the pillar, and b) switches on the teleporter blcoking the monsters from the other side from walking across
There would be other ways, but that's the first that comes to mind. And a blocker would be best! : )
Posted: Sun Feb 29, 2004 9:13 pm
by Big-J-Q
Monster Blocker would be nice... Although a teleporter which works according to direction would be sufficient... (that is of course, until we think of another must-have monster-blocking -trick to be used in a dungeon

)
One thing that pops into my mind is to clone monsters, like southdemon and northdemon, and then there would be two teleporters. The other would be activated by southdemons and the other by northdemons. It's just a little... oh well. It would work, I guess.
EDIT: As I already implied, the monster-cloning technique is also quite silly. Even if it would work great, but in the end, IF the player is able to finish the game, then there would be much wondering "What the hell? Five kill-statistics for demons?"
Posted: Sun Feb 29, 2004 9:22 pm
by cowsmanaut
I thought that AI handled pits... From what I remember in the past with DM.. monsters knew Pit's were bad and did not go near them. Perhaps I'm mistaken?
moo
Posted: Sun Feb 29, 2004 9:25 pm
by Big-J-Q
cowsmanaut wrote: Perhaps I'm mistaken?
Yes you are. A little earlier I had another pit-problem in the same place. A constant_weight pressure pad, operable by ALL, in front of the pit deactivated the pit. So, a demon stepped on the pad, and then to the spot where a pit would appear at the same instant. A novice party would have a nice surprise waiting for them in the lower levels.
Posted: Mon Mar 01, 2004 3:23 am
by cowsmanaut
hmm I meant a pit that was always open.. but I guess one like the laughing pits would be an issue. I just remember trying to back some rock guys into a pit but they wouldn't go down it. (this is in DM on the Amiga.. back in the day) but when I led him to the spot with it closed and then opened it down he went.
So that's why I assumed they would avoid an open pit. I'm still pretty sure that it's that way unless any opened pit also has a monster teleporter added to it in DM.
Anyway, as I said, I guess it's not smart enough to figure out stepping on a trigger opens a pit or a pit that closes and opens would not be a good place to stand etc..
I guess the blocker is the only way.. specifying that it blocks monsters but not players or spells. Or a teleporter setting that says "back to where you entered it from" instead of a pre specified spot.
Posted: Mon Mar 01, 2004 10:27 am
by George Gilbert
Try two teleporters on the pit square. One that's only activated by monsters facing south which teleports them one square north, and the other vice versa.
I think that'll achieve the effect you're looking for but let me know if I've misunderstood your design.
Posted: Mon Mar 01, 2004 10:42 am
by Big-J-Q
George Gilbert wrote:Try two teleporters on the pit square. One that's only activated by monsters facing south which teleports them one square north, and the other vice versa.
I think that'll achieve the effect you're looking for but let me know if I've misunderstood your design.
Can teleporters be activated according to facing direction? At least the editor I'm using doesn't let the user choose activation direction for teleports. Actually that was exactly what I intended to do at first but I was disappointed as there were no option to do just that.
Posted: Mon Mar 01, 2004 12:46 pm
by beowuuf
Turn on temeporters by a monster trigger, i think he means
And monster facing is buggy in v0.28, and don't work : (