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#1 |
Symbol of Cyric
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It is quite an effort, but it can be done:
![]() You need a lot of walls to produce this "drawbridge effect", but with the appropriate sound effect, it gives a lot of atmosphere!!!
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#2 |
Jack Burton
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Impressive.
![]() ![]() ![]() ![]() Great work, Dinonykos. |
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#3 |
Symbol of Cyric
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Well, it is indeed a change of 7 walls (because the drawbridge consists of 7/8 walls, depending on whether it is visible from inside the fortress or not). In this case the opening/closing is connected to yes/no questions, followed by some logic block events.
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#4 |
Jack Burton
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That is a lot of walls.
![]() ![]() What I'm thinking of doing will only be a pair of walls and either one or two overlays/doors. In addition to the logic blocks, I will use a quest for each door so that they can open or close it, and will be asked the right one depending upon the quest state. |
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#5 |
Symbol of Cyric
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I did something like that for cuttable barriers (I must admit, similar to EoB and probably other RPGs). After destroying a barrier, a quest is triggered that envolves the risk of being attacked.
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#6 |
Jack Burton
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Thinking of EoB, I was thinking that it might be fun to have a smashable wall or barrel that would use this trick. You could even do something with cutting down trees in the forest...
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#7 |
Symbol of Cyric
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In another thread, I mentioned that you could the "party at x,y" trigger with an item, let's say an axe
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#8 |
Jack Burton
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That's a very good idea. I do believe you would need to follow the latter suggestion, as the trigger is not specific to the level. You would hate chop down a temple wall and see something else (which would depend on the wall slots used for that level.
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#9 |
Symbol of Cyric
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Joho! I am not sure if I will need to use that idea in my scenario, but all out there who plan on woodchuck or miner adventures should consider this approach!
![]() ![]() ![]() Another approach would be to generally have one standard wall on certain positions in the editor, let's say wall 2, wall 18, wall 34 and so on, in every level. Only in levels where the party at x,y trigger shall be used, the 2, 18 and 34 slots may be filled with special walls. So an event: If party has item axe and stands at x,y, change wall 2 to wall 18... would only have an impact in the levels with special/different walls in slots 2 and 18. This might for example be an useful approach if the party has an airbrush and should be able to paint on certain walls... ![]() However, this does certainly not work with wall blocked - wall not blocked events... ![]()
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#10 |
Jack Burton
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Hmm. I hadn't really thought about using the same slots for the same walls across the levels.
What do you mean about the wall blockage? Blocked and open can be set, just not anything else such as locked, etc. Or, are you referring to something else? |
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