Tarot Redhand wrote...
This is purely guesswork from looking at the picture you provided. They look to me as though they are magical barriers that you would place in front of a door to prevent the doors usage. I'm guessing that you set them up so that when some condition is met you first fire the open animation and then after a short period you use a script to destroy them, thus allowing access to the door behind. But as I say this is purely guesswork.
TR
Aahh.... okay. I think I see the picture now. As you said, they can be placed in front of a door (as on a house for e.g.) like a magical barrier, and then have an "OnUsed" script to later remove them. (thus allowing entry through the door behind.
Usually you woould just lock the house (for e.g.) door, and maybe allow to have a key to open it later.
But I guess there could be a scenario in a story to cover the other door with a magical barrier for a certain length of time before being allowed to enter the door behind, thus using a script to get rid of the magical barrier.
I never heard of them being used in this way really. I guess they could be useful to anyone for this
purpose of a scenario in a story of some kind.
Thanks for letting me know.
'>
The Amethyst Dragon wrote...
It could just be because I'm tired, but I'm not sure what you are going for here.
Do you want to use them like a magical portal to send you to another location?
Or do you want them to work like a door, so that it's a barrier until it's opened?
If its the first goal (which I've got in a couple places in my PW), I just a simple on-use script that jumps the PC to the location of a similar portal.
If it's the second goal, then I think Tarot Redhand is on the right course. Use a script to get the placeable to deactivate (make it play the deactivate animation), with a short delay in the same script to then destroy the placeable.
Hey Amethyst....
I guess I was hoping to use them in both ways, i.e. as a magic portal, and as a door too.
When I first noticed them, they looked a bit like the placeable doorway in the toolset which can be used to open via a script, then port to another location. (again, via a script)
http://img545.images...5/1628/qqb5.jpg
http://img819.images...9/8264/1ynt.jpg
I quite like the idea of changing them a bit, to have this option to open (open them just like placeable doorway there) and be ported to a magical, mysterious area. (judging by their fancy, colorful appearance) I was hoping someone clever enough might know how to do this, so that I could use them as such. But I'm not sure if it would take a lot of work or not.
This is just an idea I came up with in the last few days, and I'm not sure how many people it would
attract. If a lot of people liked it and thought it was a good idea, I suppose there would be a
pont in changing them.
I don't really know anything about modelling placebles and other items, otherwise I could have a go
at doing this myself, then showing them off a bit to see if anyone else liked them.
All I can do for now, is ask for advice, and see wheter or not anyone else might be willing to
create this idea. I think they could be used in this way to create an interesting scenario
in a story.
With a placeable like this, the visible part of the portal may drop out of view, but the placeable walkmesh (controlled by the matching .pwk file) remains in place, blocking movement. Destroying the placeable removes both the visible portal and the invisible placeable walkmesh.
I think I see what you're saying here. I could use a script to deactivate them, (the effect which opens them)
then destroy on a short delay, which would then allow the player to step through the door.
This could also be quite helpful I think. I never thought of it that way.
Maybe create the idea I was looking for, (with copies of the placebles) and also keep the originals to place in a doorway so they can be opened, then step through them. (once the delay to destroy them has been accomplished)
Those are just ideas I came up with and wanted to share them.
Modifié par MissJaded, 11 novembre 2013 - 07:27 .