That's great to know Mer1. It'd be even greater if during the course of explorations of code and the toolset, it could be done within the toolset as the trees are placed. It'd be kind of nice if we could make a module area with trees that do not move, and conversely, it'd be cool if it could be scripted so that if the weather was bad, a script changed those values and the trees whipped in the ferocious winds of a storm or hurricane.
dno
Atari gives up D&D license
Débuté par
foil-
, août 15 2011 06:23
#51
Posté 19 août 2011 - 04:49
#52
Posté 20 août 2011 - 07:21
dunniteowl wrote...
That's great to know Mer1. It'd be even greater if during the course of explorations of code and the toolset, it could be done within the toolset as the trees are placed. It'd be kind of nice if we could make a module area with trees that do not move, and conversely, it'd be cool if it could be scripted so that if the weather was bad, a script changed those values and the trees whipped in the ferocious winds of a storm or hurricane.
dno
Better be careful with those swaying trees, they may be the end of you: Grave
#53
Posté 20 août 2011 - 11:58
LOL! Speaking of Misery Stone...
#54
Posté 21 août 2011 - 12:03
incidentally, I did a test of the trees for mer1, and it works. Sway and non-sway trees right next to each other.
#55
Posté 06 septembre 2011 - 12:12
I'll support this for the very fact this is as close to D&D PnP as I'm going to get. LOL





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