<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 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>