Creators: Why Tele trumps plate? Used to be plate trump tele

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
User avatar
Komag
Posts: 3659
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Creators: Why Tele trumps plate? Used to be plate trump tele

Post by Komag »

Hey Petri, Antti, others:

I'm curious, why the major design change from Grimrock 1?

Let's say the party faces a square with a pressure plate and a teleporter. The plate controls the tele with activate -> toggle
It used to be that when the party steps, a pressure plate in the new square would be triggered before the party being teleported away, such that if the pressure plate turned off the teleporter, the party would stay put! But now in Grimrock 2, the party gets teleported off the plate before pressing the plate down, thus you've turned the world on its head!

(I see that you've left objects the same, they can press the plate before being teleported away in Grimrock 1 and 2)

I'm curious about the reasoning behind the design change. I can see the "logic" either way, each method can be defended with "realism" arguments, but I'm curious what led you to pick one way for Grimrock 1 but then change it for 2 - was is particular puzzles? Was is a re-thinking of the logic?
Finished Dungeons - complete mods to play
User avatar
Eleven Warrior
Posts: 752
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: Creators: Why Tele trumps plate? Used to be plate trump

Post by Eleven Warrior »

I asked myself that same question Komag and many other things I have noticed and not really sure. I think they should have allowed for both ways, I mean your idea and scripts and many other things. I guess that's the way it is mate. So how is the family going mate? good I hope, have fun man they the only family u got.
User avatar
petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: Creators: Why Tele trumps plate? Used to be plate trump

Post by petri »

Afair this was not an intentional change. So much has changed internally so I think this is just a side-effect of the new component based system.
User avatar
Komag
Posts: 3659
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Creators: Why Tele trumps plate? Used to be plate trump

Post by Komag »

Thanks for the reply. After writing the post I thought of that, that it might have just been the way the programming turned out after reworking other base features and systems for the new game.

It is a core difference, so certain puzzle setups cannot simply be interchanged between the two games.
Finished Dungeons - complete mods to play
MrChoke
Posts: 324
Joined: Sat Oct 25, 2014 7:20 pm

Re: Creators: Why Tele trumps plate? Used to be plate trump

Post by MrChoke »

This seems like a problem though. Unless I am mistaken, we don't have any hooks that tell us when a teleporter is actually used. That also applies to stairs and exits as well. I have tried adding the "onActivate()" hook to the controller object of a teleporter for example and it doesn't fire. And I just now confirmed what was said in this thread. Even when you put a pressure plate under the teleporter, it will not activate either to at least register that you entered the portal.

AH, can you confirm if this is the case. Do we have any way to track when a teleporter, stairs or exit are used???

Thanks
User avatar
petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: Creators: Why Tele trumps plate? Used to be plate trump

Post by petri »

MrChoke wrote:Do we have any way to track when a teleporter, stairs or exit are used???
Place a floor trigger at the target square of the teleporter?
NutJob
Posts: 426
Joined: Sun Oct 19, 2014 6:35 pm

Re: Creators: Why Tele trumps plate? Used to be plate trump

Post by NutJob »

petri wrote:
MrChoke wrote:Do we have any way to track when a teleporter, stairs or exit are used???
Place a floor trigger at the target square of the teleporter?
If it were only that simple. ~evil laugh~
MrChoke
Posts: 324
Joined: Sat Oct 25, 2014 7:20 pm

Re: Creators: Why Tele trumps plate? Used to be plate trump

Post by MrChoke »

petri wrote:
MrChoke wrote:Do we have any way to track when a teleporter, stairs or exit are used???
Place a floor trigger at the target square of the teleporter?
Ahh yes, at the target. That would work.

HOWEVER, I got something almost working. I was able to use createComponet() on the teleporter and add a FloorTrigger. And when I stepped on it, onActive fired!

Here is the problem. I had to turn "triggeredByParty" off for the teleporter to get the floor plate to fire. Same problem as the OP. How do I manually make the teleporter teleport? Calling activate() on the teleporter doesn't do it. Its like teleporting is not done by "activation" of the teleporter.
User avatar
petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: Creators: Why Tele trumps plate? Used to be plate trump

Post by petri »

MrChoke wrote:
petri wrote:
MrChoke wrote:Do we have any way to track when a teleporter, stairs or exit are used???
Place a floor trigger at the target square of the teleporter?
Ahh yes, at the target. That would work.

HOWEVER, I got something almost working. I was able to use createComponet() on the teleporter and add a FloorTrigger. And when I stepped on it, onActive fired!

Here is the problem. I had to turn "triggeredByParty" off for the teleporter to get the floor plate to fire. Same problem as the OP. How do I manually make the teleporter teleport? Calling activate() on the teleporter doesn't do it. Its like teleporting is not done by "activation" of the teleporter.
How about setTriggeredByParty(true) when party steps on the trigger?
MrChoke
Posts: 324
Joined: Sat Oct 25, 2014 7:20 pm

Re: Creators: Why Tele trumps plate? Used to be plate trump

Post by MrChoke »

petri wrote: How about setTriggeredByParty(true) when party steps on the trigger?
Yes, that is working. I figured it out before your reply even! But the problem now is, I have triggeredByParty() as true. So I will no longer get the hook telling me the teleporter is used if I use it again. It seems my best approach is to do your 1st suggestion. I added a floor trigger at the target. Here I can disable the trigger again and I am good.

Can we get a hook for activation of the teleporters, stairs and exits at some point though? That would make life so much easier with these.

Thanks!
Post Reply