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Preventing damage from pit falls?
Posted: Mon Aug 31, 2009 9:46 pm
by Gambit37
Is there a way of stopping the scream and the damage that occurs when falling down a pit?
I need a solution that doesn't rely on intermediate teleporters that can be generalised to work on any tile, without the need for setting extra controls. I've tried several methods using combinations of actions such as LEVITATE, CLIMB DOWN, etc -- but the combinations either invoke other bugs (you can be inserted into solid rock TWO levels down) or simply don't work.
Re: Preventing damage from pit falls?
Posted: Tue Sep 01, 2009 9:21 am
by THOM
On my opinion the screaming and getting damaged is hardcoded... I think you can only choose the image of a false pit combined with a teleporter without a haze.
Why do you want to do it without that mechanic?
Re: Preventing damage from pit falls?
Posted: Tue Sep 01, 2009 9:34 am
by beowuuf
Emulating swimming in water
Re: Preventing damage from pit falls?
Posted: Tue Sep 01, 2009 11:17 am
by Gambit37
I did find a solution for the specific case I'm working on, but being able to turn off damage for pit falls would be a nice little engine addition.
The scream can actually be switched off by setting it's audio to NONE. There's an option for it in the editor which I didn't notice before

Re: Preventing damage from pit falls?
Posted: Tue Sep 01, 2009 12:54 pm
by ian_scho
Gambit37 wrote:The scream can actually be switched off by setting it's audio to NONE.
Is this on a per level or dungeon basis? If it were per dungeon, it might not be a problem if you had lots of RTC smaller files set as chapters. I never understood why people didnt do this, importing their champions

Re: Preventing damage from pit falls?
Posted: Tue Sep 01, 2009 1:55 pm
by Gambit37
Per dungeon. Set it once, and the party will never scream falling down a pit (unless you then re-create a dungeon mechanism for triggering sounds on a pit fall)
Not sure how your episodic comment relates to this query

Re: Preventing damage from pit falls?
Posted: Tue Sep 01, 2009 3:15 pm
by ian_scho
You were originally going for 6 distinct parts, I thought. So breaking them up into different RTC files instead of one über download may have been more manageable.
Re: Preventing damage from pit falls?
Posted: Tue Sep 01, 2009 3:31 pm
by Gambit37
I think you've missed some threads. I cancelled that project and RTC can't do episodic stuff properly anyway. This is a new custom dungeon I'm working on, a gamebook adaptation

I'm discussing it in the private developers forum -- it's private to keep spoilers out of the main forum. Let me know if you want to be a member.

Re: Preventing damage from pit falls?
Posted: Tue Sep 01, 2009 3:55 pm
by ian_scho
Yeah I caught that info. You'll be pushing the RTC engine to a new limit with your new baby... I wonder if
ScummVM would have been a more appropriate match for a gamebook, but it looks way too complicated to me. It's patently obvious that you have ooodles of RTC experience, however:)
I assumed you could import champions in RTC and continue from there, but my ignorance shows itself here.
Re: Preventing damage from pit falls?
Posted: Tue Sep 01, 2009 7:16 pm
by Jan
R E M O V E D.

Re: Preventing damage from pit falls?
Posted: Tue Sep 01, 2009 7:49 pm
by Gambit37
Going off topic -- discuss ScummVM and gamebooks in other more appropriate threads please

Re: Preventing damage from pit falls?
Posted: Fri Sep 04, 2009 9:12 pm
by Duckman
There already are no-damage pits in RTC DM II. In the void. Do just like they do.
Re: Preventing damage from pit falls?
Posted: Tue Sep 08, 2009 7:59 pm
by beowuuf
Are they pits or are they teleporters?
And I remembered you took damage falling through them, weird, maybe you don't!
Re: Preventing damage from pit falls?
Posted: Tue Sep 08, 2009 9:32 pm
by Duckman
beowuuf wrote:Are they pits or are they teleporters?
And I remembered you took damage falling through them, weird, maybe you don't!
Actually teleporters. But another idea what MIGHT work:
Make an action to create a custom, invisible staircase down in tile ye ar on and make anoher action to rotate the party, and then make third to delete it 1 tick later.
Problem is however that end game staticstics will reveal the dirtiness of the trick.