new stairs system automatically go up and down
Re: new stairs system automatically go up and down
help me for upload the file exemple in this forum ?
Re: new stairs system automatically go up and down
yes please. pictures would help non veteran modders to understand what you are trying to show off here. I myself can't understand the code enough to picture the results so i wont be able to tell if i'm using it correctly or not.
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Re: new stairs system automatically go up and down
Ok insert the dungeon-script for testing in game direct.
Code: Select all
-- This file has been generated by Dungeon Editor 1.3.1
--- level 1 ---
mapName("Primo")
setWallSet("dungeon")
playStream("assets/samples/music/dungeon_ambient.ogg")
mapDesc([[
################################
################################
################################
################################
################################
################################
################################
################################
################################
################################
################################
################################
###################.############
##################...###########
##################.#.###########
##################...###########
###################.############
################################
################################
################################
################################
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################################
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]])
spawn("torch_holder", 18,14,3, "torch_holder_15")
:addTorch()
spawn("torch_holder", 20,14,1, "torch_holder_16")
:addTorch()
spawn("HIDDEN_PLATE_DOWN", 19,12,2, "HIDDEN_PLATE_DOWN_3")
:setTriggeredByParty(true)
:setTriggeredByMonster(false)
:setTriggeredByItem(false)
:setSilent(true)
spawn("dungeon_stairs_down", 19,12,0, "dungeon_stairs_down_3")
spawn("HIDDEN_PLATE_DOWN", 19,16,0, "HIDDEN_PLATE_DOWN_8")
:setTriggeredByParty(true)
:setTriggeredByMonster(true)
:setTriggeredByItem(true)
:setSilent(true)
spawn("dungeon_stairs_down", 19,16,2, "dungeon_stairs_down_8")
--- level 2 ---
mapName("Start")
setWallSet("dungeon")
playStream("assets/samples/music/dungeon_ambient.ogg")
mapDesc([[
################################
################################
################################
################################
################################
################################
################################
################################
################################
################################
################################
################################
#######...#######...############
######....#######..#############
#####...########....############
.........########..##..#########
#####...#########.......########
######....########.##..#########
#######...########.#############
#################..#############
#################.##############
################################
##################.#############
#################...############
################.....###########
#################...############
##################.#############
################################
################################
################################
################################
################################
]])
spawn("torch_holder", 17,15,3, "torch_holder_11")
:addTorch()
spawn("torch_holder", 17,23,3, "torch_holder_12")
:addTorch()
spawn("torch_holder", 17,25,3, "torch_holder_13")
:addTorch()
spawn("torch_holder", 19,23,1, "torch_holder_17")
:addTorch()
spawn("torch_holder", 19,25,1, "torch_holder_18")
:addTorch()
spawn("torch_holder", 5,14,0, "torch_holder_2")
:addTorch()
spawn("torch_holder", 5,16,2, "torch_holder_3")
:addTorch()
spawn("torch_holder", 7,18,2, "torch_holder_4")
:addTorch()
spawn("torch_holder", 7,12,0, "torch_holder_5")
:addTorch()
spawn("torch_holder", 17,13,3, "torch_holder_6")
:addTorch()
spawn("HIDDEN_PLATE_UP", 16,14,1, "HIDDEN_PLATE_UP_2")
:setTriggeredByParty(true)
:setTriggeredByMonster(true)
:setTriggeredByItem(true)
:setSilent(true)
spawn("HIDDEN_PLATE_DOWN", 18,22,2, "HIDDEN_PLATE_DOWN_2")
:setTriggeredByParty(true)
:setTriggeredByMonster(true)
:setTriggeredByItem(true)
:setSilent(true)
spawn("dungeon_stairs_up", 16,14,3, "dungeon_stairs_up_2")
spawn("dungeon_stairs_down", 18,22,0, "dungeon_stairs_down_2")
spawn("HIDDEN_PLATE_UP", 20,24,3, "HIDDEN_PLATE_UP_3")
:setTriggeredByParty(true)
:setTriggeredByMonster(true)
:setTriggeredByItem(true)
:setSilent(true)
spawn("HIDDEN_PLATE_DOWN", 16,24,1, "HIDDEN_PLATE_DOWN_4")
:setTriggeredByParty(true)
:setTriggeredByMonster(true)
:setTriggeredByItem(true)
:setSilent(true)
spawn("dungeon_stairs_up", 20,24,1, "dungeon_stairs_up_3")
spawn("dungeon_stairs_down", 16,24,3, "dungeon_stairs_down_4")
spawn("HIDDEN_PLATE_DOWN", 17,20,0, "HIDDEN_PLATE_DOWN_5")
:setTriggeredByParty(true)
:setTriggeredByMonster(true)
:setTriggeredByItem(true)
:setSilent(true)
spawn("dungeon_stairs_down", 17,20,2, "dungeon_stairs_down_5")
spawn("HIDDEN_PLATE_DOWN", 23,16,3, "HIDDEN_PLATE_DOWN_6")
:setTriggeredByParty(true)
:setTriggeredByMonster(true)
:setTriggeredByItem(true)
:setSilent(true)
spawn("dungeon_stairs_down", 23,16,1, "dungeon_stairs_down_6")
spawn("HIDDEN_PLATE_UP", 18,26,0, "HIDDEN_PLATE_UP_1")
:setTriggeredByParty(true)
:setTriggeredByMonster(true)
:setTriggeredByItem(true)
:setSilent(true)
spawn("dungeon_stairs_up", 18,26,2, "dungeon_stairs_up_1")
spawn("HIDDEN_PLATE_DOWN", 19,14,3, "HIDDEN_PLATE_DOWN_1")
:setTriggeredByParty(true)
:setTriggeredByMonster(true)
:setTriggeredByItem(true)
:setSilent(true)
spawn("dungeon_stairs_down", 19,14,1, "dungeon_stairs_down_1")
spawn("HIDDEN_PLATE_UP", 19,12,3, "HIDDEN_PLATE_UP_7")
:setTriggeredByParty(true)
:setTriggeredByMonster(true)
:setTriggeredByItem(true)
:setSilent(true)
spawn("HIDDEN_PLATE_DOWN", 8,15,3, "HIDDEN_PLATE_DOWN_7")
:setTriggeredByParty(true)
:setTriggeredByMonster(true)
:setTriggeredByItem(true)
:setSilent(true)
spawn("dungeon_stairs_down", 8,15,1, "dungeon_stairs_down_7")
spawn("dungeon_stairs_up", 19,12,1, "dungeon_stairs_up_6")
spawn("HIDDEN_PLATE_UP", 0,15,1, "HIDDEN_PLATE_UP_8")
:setTriggeredByParty(true)
:setTriggeredByMonster(true)
:setTriggeredByItem(true)
:setSilent(true)
spawn("dungeon_stairs_up", 0,15,3, "dungeon_stairs_up_7")
spawn("starting_location", 18,14,1, "starting_location_1")
--- level 3 ---
mapName("Level2")
setWallSet("dungeon")
playStream("assets/samples/music/dungeon_ambient.ogg")
mapDesc([[
###################.############
##################..############
##################..############
################################
################################
################################
################################
################################
################################
################################
################################
################################
################################
################################
##################.#.###########
##################...###########
###################.############
################################
################################
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################################
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]])
spawn("HIDDEN_PLATE_UP", 19,16,0, "HIDDEN_PLATE_UP_4")
:setTriggeredByParty(true)
:setTriggeredByMonster(true)
:setTriggeredByItem(true)
:setSilent(true)
spawn("dungeon_stairs_up", 19,16,2, "dungeon_stairs_up_4")
spawn("HIDDEN_PLATE_UP", 19,0,2, "HIDDEN_PLATE_UP_5")
:setTriggeredByParty(true)
:setTriggeredByMonster(true)
:setTriggeredByItem(true)
:setSilent(true)
spawn("dungeon_stairs_up", 19,0,0, "dungeon_stairs_up_5")
spawn("torch_holder", 18,1,3, "torch_holder_7")
:addTorch()
spawn("torch_holder", 19,2,1, "torch_holder_8")
:addTorch()
--- level 4 ---
mapName("tempio")
setWallSet("temple")
playStream("assets/samples/music/temple_ambient.ogg")
mapDesc([[
################################
################################
################################
################################
################################
################################
################################
##########################.....#
##########################.....#
##########################......
##########################.....#
##########################.....#
################################
################################
################################
################################
################################
################################
################################
################################
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################################
]])
spawn("high_temple_ceiling_lamp", 26,11,3, "high_temple_ceiling_lamp_2")
spawn("high_temple_ceiling_lamp", 26,7,2, "high_temple_ceiling_lamp_4")
spawn("high_temple_ceiling_lamp", 30,7,2, "high_temple_ceiling_lamp_5")
spawn("high_temple_ceiling_lamp", 30,11,3, "high_temple_ceiling_lamp_6")
spawn("high_temple_ceiling_lamp", 28,11,2, "high_temple_ceiling_lamp_9")
spawn("high_temple_ceiling_lamp", 27,10,3, "high_temple_ceiling_lamp_11")
spawn("high_temple_ceiling_lamp", 26,9,2, "high_temple_ceiling_lamp_13")
spawn("high_temple_ceiling_lamp", 27,8,3, "high_temple_ceiling_lamp_15")
spawn("high_temple_ceiling_lamp", 28,7,1, "high_temple_ceiling_lamp_17")
spawn("high_temple_ceiling_lamp", 29,8,2, "high_temple_ceiling_lamp_19")
spawn("high_temple_ceiling_lamp", 30,9,3, "high_temple_ceiling_lamp_21")
spawn("high_temple_ceiling_lamp", 29,10,2, "high_temple_ceiling_lamp_22")
spawn("high_temple_ceiling_lamp", 28,9,2, "high_temple_ceiling_lamp_1")
spawn("HIDDEN_PLATE_UP", 31,9,3, "HIDDEN_PLATE_UP_6")
:setTriggeredByParty(true)
:setTriggeredByMonster(true)
:setTriggeredByItem(true)
:setSilent(true)
spawn("high_temple_stairs_up", 31,9,1, "high_temple_stairs_up_1")
Last edited by jonnydeep on Wed Oct 24, 2012 12:34 pm, edited 1 time in total.
Re: new stairs system automatically go up and down
Haa not good. next time again...
Re: new stairs system automatically go up and down
Sorry, mod post new.
Last edited by jonnydeep on Wed Oct 24, 2012 12:36 pm, edited 1 time in total.
Re: new stairs system automatically go up and down
ok use in script directory this script (dungeon)
and new script OBJECT and INIT my posted in 1 page.
Wait your test ( see very simply use)
Hi.
and new script OBJECT and INIT my posted in 1 page.
Wait your test ( see very simply use)
Hi.
Re: new stairs system automatically go up and down
Did you know that you can edit old posts?
"I'm okay with being referred to as a goddess."
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Re: new stairs system automatically go up and down
It's worth noting that if you want to give this test dungeon a try you need High Temple Wall Set installed in that dungeon.
Otherwise.. this is very cool!
I did occasionally find myself getting stuck though... I ended up on level 3 (named level2) at co-ords 16,24 where there was no floor.
Otherwise.. this is very cool!
I did occasionally find myself getting stuck though... I ended up on level 3 (named level2) at co-ords 16,24 where there was no floor.
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Re: new stairs system automatically go up and down
Grimwold wrote:It's worth noting that if you want to give this test dungeon a try you need High Temple Wall Set installed in that dungeon.
Otherwise.. this is very cool!
I did occasionally find myself getting stuck though... I ended up on level 3 (named level2) at co-ords 16,24 where there was no floor.
so... is this a down+teleport to an up stair that is not directly under the down stair of the level you are on?
I'll try the code at home but yeah, i'd like to know now

Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
Re: new stairs system automatically go up and down
The stairs in EoB were instant travel; (yeah like teleporters).HaunterV wrote:I don't understand what he means by eob style stairs... someone enlighten me? does that mean we have ladder style descent options ?
SpoilerShow
I have EoB levels mapped in LoG that work like the older game.. The problem I ran into is that those levels can have pits that lead directly down into areas they shouldn't (including out of bounds). It would actually be useful (but easily abused also) to have an optional destination tile for pits, that forces the party to fall into a level wherever the designer wishes; this or the ability to set the level numbers in the auto-map... Basically a pit/teleporter with an animated fall. That would allow for sub levels that branch off of the main floor, but are not really a new floor.
I have one of these planned in the near future, for use on the lower floors of my mod.On an almost unrelated note, can someone make a spiral staircase...