Author Topic: Interesting discovery about PWK's  (Read 1940 times)

Legacy_Rolo Kipp

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Interesting discovery about PWK's
« Reply #60 on: November 24, 2011, 06:37:26 pm »


               <reaching for some more...>

Bannor Bloodfist wrote...
Anyway, most of what people think are needed can already be accomplished without creating a custom placeable with a wok attached.  You just need the underlying tile to have the proper walkable surface, and your placeable to be setup correctly etc...  there really is nothing new to those ideas.

I see that now, though I'm still very interested in exploring every last "trick" available to us :-) The point with walkable placeables would be to have the *tile* walkmesh at the lowest common point (since we can't make *dynamic* changes to the wok) and use the placeables to raise the walkable surface. For a drawbridge, for example, the wok would be underneath (leading to the secret entrance only the ancient mentor of the prince knows) but would normally be raised to the drawbridge level by a walkable placeable... unless the drawbridge was up...

On of the points that intrigues me (along the same line as "people never look *up*") is that we, as players, *know* you can't walk under something you can walk over... I'd like to make that a little less... *certain* ;-)

In WCoC, more specifically the TNO (Castle Exterior Rural) tileset there is the gate group that has two versions, one with gate being usable, the other with the walkway above the gate being useable.  Likely, you could use the gateway walkable version, and put a hidden placeable inside it to provide walkable space obove the doorway... the issue is getting that placeable to A) not cross a tile boundry, and 'B)' be properly placed/located.  I would have to check that gateway though to verify how it was created, I can't remember if the doorway was across two tile edges or not... although I think it is, which means the placeable idea would only work if you placed TWO of them side by side without crossing the border.  Destroy those when the door opens, and put them back when the door closes... danger here would be if there was an npc on top when you destroy the placeable... that npc or character, would fall through the still visible floor, and end up on ground level where the door is located.

So you'd have to monitor/modify the position of creatures above the gate... Well, few things worthwhile are *easy* :-)

As an aside, I'm getting a *lot* out of this discussion :-) Thank you all!

<...tricks and traps>
               
               

               
            

Legacy_Rolo Kipp

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Interesting discovery about PWK's
« Reply #61 on: November 24, 2011, 06:40:47 pm »


               <trying his best to....>

Lord Sullivan wrote...
- As I thought, it is pointless to do this. Why? because the placeable must be added at design
time in the toolset and set to "Static". You can't destroy it because it is "Static". You can't
dynamically create it because while it does get created, it ends up being treated as a none
static placeable and the engine totaly ignores the placeable's WOK.

Oh, drat. That's the deal killer, then. If it's not something to give us a handle *in game*, then you are of course right. Better to just custom craft my tilesets...

As for the PWK Topic...
-I still haven't successfully created a walkable placeable (i.e. Placeable Stairs) as Banner
suggested... if fact, I've alwasy new that a placeable's PWK cannot be made to be "walkable".
So Banner, if you care to elaborate on that please?

<perks up>
+1!
<+1, me too>

<...not pout>
               
               

               
            

Legacy_henesua

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Interesting discovery about PWK's
« Reply #62 on: November 24, 2011, 08:42:34 pm »


               

The Amethyst Dragon wrote...

I've made custom placeables for these spells in my PW (mine aren't solid and they intentionally just block movement, so PCs can still fire spells/missiles through them), but anyone could use some of the wall placeables included in CEP...you'd just want to make new blueprints so that the spells can call them up via script.  I know they've got ice, stone, and force wall placeable models in there. 


I could take a look, but I am CEP averse. I doubt they did what I would with the placeables.

I would make custom placeables that would block movement and targeting, and be sized perfectly to be used modularly. The ice dome of wall of ice for example could be made of a wedge section of the dome. Think of a dome made of eight (or four) wedges. Each of the wedges can be targeted and damaged. Each ice wedge would have an animated state that includes a hole (simulating damage and a point of entry).

I'd need the placeables to experiment with the spell in various tilesets (to ensure that non-flat wok meshes wouldn't mess up the spell). But I think the idea has merit. And this could also be tried as a combination of invisible placeables (which handle the targeting, blocking side of this) and a new set of custom VFX.

Anyway...
               
               

               
            

Legacy_FunkySwerve

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Interesting discovery about PWK's
« Reply #63 on: November 25, 2011, 05:15:44 pm »


               

Bannor Bloodfist wrote...

Now where does that differ from your statements?  It points out exactly the charge that YOU are not reading the entire thread before posting and making accusations AND assumptions on a subjest that you just stated above you actually agree with?

Get your act together please.

There's no need to get snarky. I think it's perfectly clear from my posts (and that of OTR, whom I was agreeing with) how that differs. If you want to accuse me (and by extension, OTR) of not reading your posts, you're going to have to be a little more specific.

Funky
               
               

               


                     Modifié par FunkySwerve, 25 novembre 2011 - 05:28 .
                     
                  


            

Legacy_FunkySwerve

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Interesting discovery about PWK's
« Reply #64 on: November 25, 2011, 05:31:31 pm »


               

Pstemarie wrote...
I would say I have to disagree with Funky about expecting a placeable to become nonwalkable if I drop its Z-axis below the tile plane. No matter how far below the tile plane I drop a placeable, I'd expect something like a wall to still serve as a blocker. If I wanted something walkable, I'd just copy the mdl, kill the pwk, and add it in a hak.


I think we basically are in agreement. Walls and boulders are the two things I would generally except from that expectation. But then, I don't think I've ever dropped a wall below z.

Funky
               
               

               


                     Modifié par FunkySwerve, 25 novembre 2011 - 05:32 .
                     
                  


            

Legacy_s e n

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Interesting discovery about PWK's
« Reply #65 on: November 25, 2011, 06:10:35 pm »


               if you ever didnt you're not hardcore '<img'>
               
               

               
            

Legacy_NWN_baba yaga

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Interesting discovery about PWK's
« Reply #66 on: November 25, 2011, 09:54:12 pm »


               

s e n wrote...

if you ever didnt you're not hardcore '<img'>


<3>