digging digging

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bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

digging digging

Post by bongobeat »

Hello,

I don't know if this is a matter of script, or new models, or crazy things? :mrgreen:

can the showel be used to dig, then remove some obstacle on the floor, like a mine_floor object, an reveal a pit?

mhhhh, now I thought of something, is that possible with some combination of the spawn and destroy commands?
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: digging digging

Post by bongobeat »

while trying the mine tileset I found something funny.

you can escape a mine area in a funny way but there is some issue at the end.

place a mine_ceiling_shaft anywhere on a mine map (1 celing)
then place some ladders under the shaft, on different height.
Let's says 3 ladders: the first on height 0, the 2nd on height 1, etc..
then place an invisible teleporter on the same area than the shaft, at an eight of 3
and set the target destination of your choice (if you don't the teleporter don't work)

now you can climb ladders, and get of the level by a ceiling shaft :D

of course there is one issue, the teleport:
it teleports you at the desired cell, but at an height of 3, that means if you are not a bird, thing can get bad for you :D

I tried to place all objects in a -3 floor level with a 0 ceiling. Now the party get out on the ground of the selected level
the transition is just a little weird, as you seems to get out of the ground.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
User avatar
Aisuu
Posts: 61
Joined: Fri Oct 31, 2014 2:07 pm

Re: digging digging

Post by Aisuu »

I was playing with this idea few weeks back and drop it. Weird transition annoyed me as hell.
I even tryed to put another teleporter where party pop up from first teleporter, but it didnt work.
I simple needed to walk up the ladder into the shaff and teleport the party from about 3 height elevation and port them to 0 elevetion like they arrive from the pit on upper level.
macBos
Posts: 35
Joined: Mon Jun 03, 2013 9:52 pm

Re: digging digging

Post by macBos »

As far as I know the elevation of the target can be defined. According to scripting reference like this:

TeleporterComponent:setTeleportTarget(level, x, y, elevation)
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: digging digging

Post by bongobeat »

Well I dont know how to script this.
anyway, I use directly a teleporter instead of climbing into a ceiling shaft. What a pity, but it's the easiest way for me :D
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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