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Doors Doors Doors!

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    Doors Doors Doors!

    I'm in the middle of making what I think is a rather cool dungeon. Part of the puzzle involves hitting levers (I don't care whether I use the game's "switches" or just normal events) to open and close certain doors. So what I wanted to set up was where you pull a lever, and it opens five doors (that are all right next to each other), and if you pull that lever again, or hit certain other levers, it closes all five of those doors.

    So first of all, since I've never actually played around with the game's default switches/doors/what have you, is there any way to set up either a dungeon element or an event that opens a door by itself? I know it can give you a "key" and whatever, but that doesn't accomplish what I want to do aesthetically. I want it to be that as you're approaching the door after pulling the lever (or hitting the switch or whatever), the door is already open for you.

    If not, I'd tend to think I could pull off the functionality that I want by using events to block the path rather than doors (and use Display On / Display Off commands in the lever events). But the corridors are five tiles wide (and I want the whole corridor to be blocked and then cleared), and so far the biggest decorations I've found that's allowable in a dungeon are the Coffin Relic and Stone Statue 1, which are about one tile wide. 5 of those at each choke point? What a memory sink! So, could you please save me a load of time and tell me, if you know, what are the 2 or 3 biggest decorations (events) allowed in a dungeon? The more they look like walls or doors, the better.

    Thanks a million!
    Last edited by Wavelength; 11-16-2007, 06:18 AM.


    How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

    "I live and love in God's peculiar light." - Michelangelo

    #2
    Re: Doors Doors Doors!

    This is off the top of my head, but I'm think Fountians ( If allowed ), Statues, Tables, And that's all I can get off the top of my head.

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      #3
      Re: Doors Doors Doors!

      No, you have to open them by yourself.

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        #4
        Re: Doors Doors Doors!

        Thanks so much, guys.

        Still open to any ideas for workarounds to the "remote opening" idea or other large objects. I need something with an ancient, powerful, and "automated" aesthetic to it...


        How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

        "I live and love in God's peculiar light." - Michelangelo

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          #5
          Re: Doors Doors Doors!

          Originally posted by Wavelength View Post
          Thanks so much, guys.

          Still open to any ideas for workarounds to the "remote opening" idea or other large objects. I need something with an ancient, powerful, and "automated" aesthetic to it...
          Well you could just have somthing large block the way then when you don't display it when you activate a switch.

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            #6
            Re: Doors Doors Doors!

            Originally posted by Red Dragon View Post
            Well you could just have somthing large block the way then when you don't display it when you activate a switch.
            It seems like that might be the route I'll have to go. It'll get the job done. It's just a shame, because I lose authenticity and I have to waste a lot of event models.


            How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

            "I live and love in God's peculiar light." - Michelangelo

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              #7
              Re: Doors Doors Doors!

              I believe Obright did something creative with a similar idea in the ToL demo, actually.

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                #8
                Re: Doors Doors Doors!

                I did indeed use the 'coffin relic' event model to block passageways in one of the puzzle rooms in Tree of Life. It's one of the few models capable of fully blocking a 1-unit-wide passageway.

                One thing to keep in mind if you're going to turn multiple event displays off is that you can turn as many off as you want, but when you try to simultaneously turn them ON, it's a different story...the screen has to refresh after each event is turned on, and depending on how many you have it can get pretty obnoxious. It sounds like you just need to turn them OFF, though, so it probably won't even matter.

                However, if you're going to turn those events off via dungeon switches, do yourself a favor and check out Pagerron's dungeon switch thread, because it will save you a world of frustration. You may have already seen that, but even if you had I figured it wouldn't hurt to mention it.

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                  #9
                  Re: Doors Doors Doors!

                  The loading screen for display on makes me so **** angry!!! For one of my scenes I have to display on like 6 events. I got so angry it was choppy at first because it's a vital event for the story. Luckaly I found a way to make it work out.

                  *** SPOILERS ***
                  Because the scene is an airship destroying a lab the feel is suposed to be chaotic. I have like 4 of the smoke signals turn on. In between each display on's I have flashes and shakes and even some characters saying stuff. The shakes really make it seem like cool. It is still glitchier then what I want, but it's not horrible.
                  *** END SPOILERS ***


                  If they didn't load each of the seperetly would really save a few head aches.

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