Secret Doors, er walls.... AD?
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Secret Doors, er walls.... AD?
, question. How did you go about implementing the secret walls in aenea, such as in Icegrind's, the entrance to the epic spell research library, and the hidden vampire room in the vale?
I particularly like how they just don't go poof, but rather open up slowly with grinding/crunching sound effect and all and am thinking of using something like that for an area or two in my module.
I particularly like how they just don't go poof, but rather open up slowly with grinding/crunching sound effect and all and am thinking of using something like that for an area or two in my module.
MannyJabrielle- Ludicrous Level
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Re: Secret Doors, er walls.... AD?
I assume that there are several waypoints with different heights at which the placeable wall pieces appear and disappear according to a timer. The sound effect is difficult to find but can be easily implemented via PlaySound() or whatever the exact command is once you do find it. And of course a trigger that checks for a PC entering (and a search check?)
Talvi- Apprentice
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Re: Secret Doors, er walls.... AD?
Actually I think uses a form of "tilemagic" .. the floortiles literally transform into a different one... .... ...
RustyDios- High Epic Level
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Location : England // Getting lost in Aenea
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Registration date : 2008-07-28
Re: Secret Doors, er walls.... AD?
They're just normal placeables. A script gets the object's current (start) location, calculates several locations (steps) below that, creates a new copy of that placeable one step down, destroys the original, then repeats this several times until the wall is out of the way. After a delay the process is reversed until a copy of the original wall section is back in the original (start) location.
The same script starts and stops a sound object that is at the wall's location.
The same script starts and stops a sound object that is at the wall's location.
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