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Sconces and the likes.
Posted: Sun May 08, 2005 12:15 pm
by The Dark Sage
Hi all.
I'm trying to produce wall items that act like sconces and torches but with items like gems.
example. the idols from eob level 3 where you put gems into the open eye sockets to open the 2 movable walls and then remove them again to complete the quest for that level.
I have managed to recreate this event but it uses 9 wall items, 8 relays and 2 counters.
Am i missing something or this another job for GG
Posted: Sun May 08, 2005 1:54 pm
by Ameena
I dunno for sure, but maybe you can clone a sconce and give it your gem holder bitmap, and then (if it doesn't accept gems as an item to put in it) clone a torch and give it a gem bitmap. Or something.
Posted: Sun May 08, 2005 6:52 pm
by Gambit37
Thinking abut it, the number of items you've used sounds too high. You need:
1) An empty wall item - the gem hole - activated by a gem which hides the wall item and reveals
2) A full gem hole, activated by mouse that
3) Releases a gem hidden in the wall
Attach the activations of the above to other relays, counters or triggers and you should be able to achieve this more simply. Of course, I'm probably missing something obvious...
Posted: Mon May 09, 2005 12:16 pm
by The Dark Sage
Hi Gambit.
I tried this method first but when the first item toggles itself off and the second item on it automatically accepts the mouse click and activates the second item aswell.
The problem with hiding the gem in the wall is that it only allows for one activation.
How should i go about making my example available to all so that it can be examined to see if there is an easier method?
Posted: Mon May 09, 2005 12:48 pm
by The Dark Sage
Hi Ameena.
Tried your method and it works fine with only one problem.
The wall item is also operated with a standard torch and although it is unlikely that anyone would actually click a torch on an unrelated wall item i would rather be able to create standalone wall items that can be set to use specified objects.
Definately think George needs to look into this one.
Posted: Mon May 09, 2005 2:06 pm
by Gambit37
This is not a GG issue, it's ceratinly something you should be able to achieve with existing mechanisms. The engine is incredibly powerful if you can think creatively about how to use items together.
Try using delays on your items if you're having problems. I don't understand how you are getting mouse clicks affecting multiple items -- the first item should be activated by the Gem, the second by an empty hand. Sounds like you're using the wrong OPBYs -- check out the alternatives, you should easily be able to get this to work.
If you still can't, I'll try and get a few mins this week to explore it myself and post a sample.
As for multiple activations, you'll need to multiply your items by the amount of activations you require for it to work correctly.
Posted: Wed May 11, 2005 1:08 am
by Ameena
Is it not possible to set the gem holder to ONLY be activated by your gem? So say you cloned a torch, gave it a gem bitmap, and called it GEM, can't you have the gem holder only accept GEM but not TORCH?
I've never tried anything like this so I dunno if it'll work, and I was only guessing.
Posted: Wed May 11, 2005 10:03 am
by Gambit37
Yes, exactly. But you don't need to clone the torch explicitly, you can clone any wall item. It's how you set it's activations that are important, as I noted above.
Posted: Sat May 14, 2005 3:53 pm
by The Dark Sage
Hi Gambit.
I didn't mean to imply that your method didn't work.
I was aiming more at the suggestion that, instead of having to destroy the gem that operates the wall item and then release a second gem which would need to be duplicated to allow more than one activation,
George adds the ability to create items that operate onlong the same path as a sconce.
ie the gem hole accepts the gem into the wall and releases it as required
this would also enable us to duplicate the keyhole method used in DM2. the wall item could still be set to destroy the item and disable itself if that was the effect you wanted.