Cinderheart wrote:
Hi, new person here.
How would I get the letter in the tree, i.e., treat it like a normal alcove, without the wizard coding?
Hi, welcome to the forums.
The letter (and map) are simply placed next to the tree, the tree is not an alcove so a script is used to move the letter into place so it looks like it is sticking out from the tree hole.
this is the code from the original campaign, movemap is called with a small delay that moves the letter and map into the correct position for that given situation, your coordinates will have to be placed into the script.
the other function called action is triggered by a floor_trigger and performs the animation of the wizard and you can simply remove that if you don't want the wizard coding.
Code: Select all
delayedCall(self.go.id, 1, "moveMap")
function action()
wizard_lake_light.pointlight:fadeOut(4)
if wizard_lake then wizard_lake.brain:performAction("letter") end
end
function moveMap()
tree_hole_letter_2:setWorldPosition(vec(23.6, 1.65, 16.72-0.35))
tree_hole_letter_2:setWorldRotationAnglesWithOrder(60, 125-90, 20, "xzy")
island_map_1:setWorldPosition(vec(23.6, 1.65, 16.72-0.4))
island_map_1:setWorldRotationAnglesWithOrder(55, 140-90, 25, "xzy")
end
Hope that helps.
Skuggasveinn.