Aller au contenu

Photo

Overriding tileset walls


  • Veuillez vous connecter pour répondre
3 réponses à ce sujet

#1
kamal_

kamal_
  • Members
  • 5 260 messages
Did you know you can do that?

wall override

#2
Guest_Iveforgotmypassword_*

Guest_Iveforgotmypassword_*
  • Guests
Wow ! That's good for secret doors and even if you fall through them it would just be sort of scooby doo style with everybody wondering how it happened.

#3
kamal_

kamal_
  • Members
  • 5 260 messages
How to do it:
This can be done by the default toolset. Walkmesh helpers override the tileset wall in determining where the pc can walk. The helper doesn't have to be placed above the wall. In the demo video the helper is placed at -0.01.

How it looks for players ingame:
There is no indication it's there except the cursor is in the arrow state when over the walkable area in the wall. The cursor maintains the non-walk look in the area beyond the wall until the pc passes through the wall. Z key highlighting does not show anything. The player must either know it's there for some reason, or they could find it by noticing the cursor difference.

Line of Sight:
I placed a kobold with a sling right beyond the fake wall. It did not fire at my pc until my pc crossed into the room. Line of sign is blocked.

Suggestions for use:
A walkmesh blocking invisible placeable could be destroyed on spot, making for a secret door. Illusionary walls and other puzzle type use.

#4
Guest_Iveforgotmypassword_*

Guest_Iveforgotmypassword_*
  • Guests
Good discovery fellow yeti ! You could use a collision box just behind the wall and a "spottable" placeable on it/ hidden lever/ movable book to destroy the box.