Questions about how to create your own dungeons and replacement graphics and sounds.
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Chaos Awakes
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by Chaos Awakes » Mon Sep 12, 2005 1:56 pm
Is it possible to create an invisible wall with RTC in the editor. If not, how do I do it manually?
Invisible walls are a standard feature of DM Java so I'm used to making invisible wall mazes. But I can't find such a thing in RTC.
Gambit37
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by Gambit37 » Mon Sep 12, 2005 2:08 pm
No invisible walls in RTC, but I believe you can clone the pillar object and give it transparent graphics which should simulate an invisible wall.
The only issue is I believe you can throw items past pillars...
Chaos Awakes
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by Chaos Awakes » Mon Sep 12, 2005 7:46 pm
I had imagined that I could simulate it by using a teleporter to teleport the party back one space, but that doesn't work because every side of the wall would teleport them to the same space.
Using the "party facing" option doesn't work either because the party could step onto the square backwards.
linflas
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by linflas » Mon Sep 12, 2005 7:49 pm
you can use several 9999 health grey lords with empty bitmap.
Gambit37
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by Gambit37 » Mon Sep 12, 2005 10:18 pm
But only a pillar gives you a proper wall-bounce effect, I believe?
Paul Stevens
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by Paul Stevens » Mon Sep 12, 2005 10:25 pm
Ahhhhh! So simple with Custom Graphics Engine.
Gambit37
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by Gambit37 » Mon Sep 12, 2005 10:27 pm
I'd argue that the pillar cloning is significantly simpler than the Custom Graphics Engine.
beowuuf
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by beowuuf » Mon Sep 12, 2005 10:27 pm
Stop it or you'll get banned!
Then I'll get lynched
Then you'll get unbanned
Then I'll get lynched again
Hmm...I see a tiny flaw in this plan and an obvious limit to my powers of admin...
Paul Stevens
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by Paul Stevens » Mon Sep 12, 2005 10:34 pm
I'd argue that the pillar cloning is significantly simpler than the Custom Graphics Engine.
I think invisible walls require no work whatsoever. If you supply
nothing then no bitmap appears and the wall is invisible.
Can't be much simpler than nothing!
Sophia
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by Sophia » Tue Sep 20, 2005 12:43 am
Invisible walls would also make it easy to create a freestanding "table" type item. Just clone an alcove and attach it to all four sides of the invisible wall. Presto!
774
Post
by 774 » Sat Sep 24, 2005 7:37 pm
0 Wall
1 Passage
23456789 Invisible wall
774
Post
by 774 » Sat Sep 24, 2005 8:01 pm
774 wrote: 23456789 Invisible wall
Oh, sorry!
It's work in v0.28, not v0.34
beowuuf
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by beowuuf » Sat Sep 24, 2005 10:12 pm
Basically any unknown character couldn't be '1', which is 'not a wall' but not being a wall (0) it didn't have a wall graphic associated with it. I think it was purged as a bug. A proper invisible wall is better - togglable best!
copperman
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by copperman » Sun Sep 25, 2005 1:15 am
<yep>I agree</yep>
Don't be scene or herd!
George Gilbert
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by George Gilbert » Sat Nov 19, 2005 5:18 pm
New object type of FLOORITEM_WALL_INVISIBLE added for V0.35.
Works just like you'd expect it to!
Gambit37
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by Gambit37 » Sat Nov 19, 2005 5:32 pm
Very, very nice. Invisble mazes are now easy, and another good reason to build for RTC! Yay GG!
Sophia
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by Sophia » Sat Nov 19, 2005 7:57 pm
Do the guys grunt when you bump an invisible wall?
George Gilbert
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by George Gilbert » Sat Nov 19, 2005 9:32 pm
Yep - it acts exactly like an ordinary wall except you can't see it.
For example, you can also click on it and there'll be a thud noise, just like any other wall.