Benemo Cave
Moderator: Developers
Benemo Cave
...is a new module I'm working on. (OMGWTFBBQ!? That's right, I actually am working on a module!)
It's basically a cave full of bandits, outlaws and treasure (probably just a "just-for-fun"-module); but there are a few things I need to know.
1. ...I finally got passages to work... ...well, sorta. Gates work, doors don't. Can someone please explain me how to make a door that opens if a switch is activiated, and how to make a locked door that opens if the player has a key and approaches it?
2. Which armors haven't been placed anywhere yet? Are there one or two that might fit in here well?
3. Can somebody give me some new/rare items/weapons that should be found here? I need at least one...
It's basically a cave full of bandits, outlaws and treasure (probably just a "just-for-fun"-module); but there are a few things I need to know.
1. ...I finally got passages to work... ...well, sorta. Gates work, doors don't. Can someone please explain me how to make a door that opens if a switch is activiated, and how to make a locked door that opens if the player has a key and approaches it?
2. Which armors haven't been placed anywhere yet? Are there one or two that might fit in here well?
3. Can somebody give me some new/rare items/weapons that should be found here? I need at least one...
- penguinflyer2222
- Queen Penguin (Senior Member)
- Posts: 6614
- Joined: Wed Jul 23, 2008 1:51 am
Whatever you've got, unless it's totally overpowered or something, I'll be using pretty much anything you give me.
Btw... Since everyone's ignoring my passage/door problem, here's what I've got so far:
passage.txt
spawn.txt
...all four gates work just fine. They are closed in the beginning and open if the player pulls the appropriate switch. However, when I tried the very same for the door (shutdoor.obj from the sand palace), nothing happened at all; I could just walk right through the door and the door didn't react to me in any way, no matter if I pulled the appropriate switch before or not. Then I tried to copy what the sand palace does with the doors, but nothing changed; if I make the detect passage have the exact same coordinates as the door passage, the door kinda acts like a normal door, but I don't want it to open if I move next to it, I want it to open if the player pulls the switch... >_<
Btw... Since everyone's ignoring my passage/door problem, here's what I've got so far:
passage.txt
Code: Select all
// TopleftXY BottomrightXY Open ShootThrough SlippyClose
00 GateZero: 23 12 25 12 F T F
01 GateOne: 23 17 25 17 F T F
02 GateTwo: 38 12 40 12 F T F
03 GateThree: 38 17 40 17 F T F
04 MasterBossDoor: 58 58 58 58 F F F
05 BossDoorDetect: 23 39 24 40 F F F
06 BossDoor: 23 39 24 40 F F F
spawn.txt
Code: Select all
// Name Slot Xpos Ypos Zpos Dir Mon Skn Pas Con Lvl Stt Gho Team
//Gates and doors...
Gate: NONE 76 24 12.5 0 S 0 0 0 0 0 F F Null
Gate: NONE 76 24 17.5 0 N 0 0 1 0 0 F F Null
Gate: NONE 76 39 12.5 0 S 0 0 2 0 0 F F Null
Gate: NONE 76 39 17.5 0 N 0 0 3 0 0 F F Null
Switch: NONE 77 21.5 38.5 0 S 0 0 0 0 0 F F Null
Switch: NONE 77 20.5 4.5 0 E 0 0 1 0 0 F F Null
Switch: NONE 77 27.5 25.5 0 W 0 0 2 0 0 F F Null
Switch: NONE 77 42.5 4.5 0 W 0 0 3 0 0 F F Null
Switch: NONE 77 36.5 25.5 0 E 0 0 4 0 0 F F Null
Door: NONE 44 24 40 0 W 0 0 5 4 0 F F Null
...all four gates work just fine. They are closed in the beginning and open if the player pulls the appropriate switch. However, when I tried the very same for the door (shutdoor.obj from the sand palace), nothing happened at all; I could just walk right through the door and the door didn't react to me in any way, no matter if I pulled the appropriate switch before or not. Then I tried to copy what the sand palace does with the doors, but nothing changed; if I make the detect passage have the exact same coordinates as the door passage, the door kinda acts like a normal door, but I don't want it to open if I move next to it, I want it to open if the player pulls the switch... >_<
- penguinflyer2222
- Queen Penguin (Senior Member)
- Posts: 6614
- Joined: Wed Jul 23, 2008 1:51 am
- Zefz
- Squirrel Knight (Administrator)
- Posts: 3820
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- Location: Norway
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The different doors from the different modules use different scripts!
You need a basic door/gate that does not open when a player comes near. Then you need a switch with a script that causes the passage assigned to it to open whenever pulled.
We got that interesting bow... the silencer I think it was. We also have that magical whip. You could add the musketoon, it's only 1 place in the game yet. Chiuaua and Crime is also a rare weapon that only drops 20% each time you beat the heist.
You need a basic door/gate that does not open when a player comes near. Then you need a switch with a script that causes the passage assigned to it to open whenever pulled.
We got that interesting bow... the silencer I think it was. We also have that magical whip. You could add the musketoon, it's only 1 place in the game yet. Chiuaua and Crime is also a rare weapon that only drops 20% each time you beat the heist.
Oh... I wasn't aware of the doors using different scripts. I guess I should try a different door then. Thanks, Zefz. ^^
The Silencer? Yeah, but it's overpowered. I think I could tune it down though and then place it in here.
The musketoon? I actually didn't find that one at all yet, but ok.
So I should also add Chiuaua and Crime? Ok.
EDIT: Erm... Does anyone still have the Silencer and that chaos whip? Mediafire no longer hosts them...
The Silencer? Yeah, but it's overpowered. I think I could tune it down though and then place it in here.
The musketoon? I actually didn't find that one at all yet, but ok.
So I should also add Chiuaua and Crime? Ok.
EDIT: Erm... Does anyone still have the Silencer and that chaos whip? Mediafire no longer hosts them...
- Ben Urban
- Cobol (Esteemed member)
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- Location: Maryland, USA
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The musketoon is in the Archaeologist starter, in a chest on the pyramid.
Thanks to penguinflyer2222 for the avatar, and to penguinflyer5234 for hosting it.
woodmouse wrote:Hmm was Silencer the whip that has the light in the end? Or was it sometihng else?
Anyway, you could use the Baneful Hammer I made?
The whip you're talking about was called "Chaos Whip" or something like that. "The Silencer" was a blue bow that fired glowing arrows and does other weird stuff... Look at the "Clonkinator's crappy stuff."-thread in the old forum.
@Ben Urban: Ah, ok.
@All: I've copied the stuff for the locked door as exactly as possible now, and the lockdoor.obj is also from the sand palace. The thing is, it reacts to keys now (and opens), but you can still walk right through it without having a key...
woodmouse wrote:Ooh. I still have the bow if no one else has... but I think many people have it.
Could you send it to me, please? I don't have it anymore, the download link in the old forum is broken and I'd actually like to implement (a more balanced version of it) in my module. Same for the whip if you still have it.
- woodmouse
- Monolich (Senior Member)
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Clonkinator wrote:woodmouse wrote:Ooh. I still have the bow if no one else has... but I think many people have it.
Could you send it to me, please? I don't have it anymore, the download link in the old forum is broken and I'd actually like to implement (a more balanced version of it) in my module. Same for the whip if you still have it.
Yeah, I send them tomorrow. I can't today.
Once upon a time, when unicorns roamed the earth...