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Death by Drowning

klkcahboy90klkcahboy90 Member Posts: 340 Arc User
Hi, I need a little help on the following method which I'm experimenting.

So, I have been making a sea battle and I am using the sky map for its killbox.

The thing is, I have placed the player on a ship and there are water planes to make the ship seem like it is floating on water.

When I first jumped off the ship, I could walk on the water. Naturally, I did not want that because I want the player dead if they jump off into the water.

I then make the water planes visible if the player has an item called "Magic" and this item will never be given to the player.

Now, the water plane are still visible and I can fall through them to my deaths.

Is this the correct method?
Post edited by Unknown User on

Comments

  • eldartheldarth Member Posts: 4,494 Arc User
    edited April 2014
    Almost... if you want the water plane to be visible you have to give the player the "Magic" item.

    Setting Visible If Has Item removes collision from object even if they have it. I do the same method in
    "Old School" where I make a dungeon floor Visible If Has Item overlaying a dungeon floor pit.
    If the person has the item they fall right thru the collisionless floor. Much better than those "Illusionary" details you can see from 10' away.
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited April 2014
    eldarth wrote: »
    Almost... if you want the water plane to be visible you have to give the player the "Magic" item.

    Setting Visible If Has Item removes collision from object even if they have it. I do the same method in
    "Old School" where I make a dungeon floor Visible If Has Item overlaying a dungeon floor pit.
    If the person has the item they fall right thru the collisionless floor. Much better than those "Illusionary" details you can see from 10' away.

    Oh, I see! Thanks=)

    EDIT: What if I invert the visible ifs (so, visible if do not have "Magic") and I still don't give "Magic" to the player? Will it work or is the above method you mentioned the only possible way?
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited April 2014
    Oh, I see! Thanks=)

    EDIT: What if I invert the visible ifs (so, visible if do not have "Magic") and I still don't give "Magic" to the player? Will it work or is the above method you mentioned the only possible way?
    This "should" work in theory. Would need to test it but it sounds like it would work.
  • essentiessenti Member, NW M9 Playtest Posts: 303 Arc User
    edited April 2014
    Oh, I see! Thanks=)

    EDIT: What if I invert the visible ifs (so, visible if do not have "Magic") and I still don't give "Magic" to the player? Will it work or is the above method you mentioned the only possible way?

    Since inverted-ifs were fixed awhile back, this does indeed work. I have used it in a similar fashion. Only, the PC jumps into the water and rescues a drowning victim...
    Campaign - Trail of the Imaskarcana (NWS-DMFG77QOF)
    • A Mere Expedition! (NW-DIAAPG3S4)
    • Work In Progress on Part 2
  • eldartheldarth Member Posts: 4,494 Arc User
    edited April 2014
    EDIT: What if I invert the visible ifs (so, visible if do not have "Magic") and I still don't give "Magic" to the player? Will it work or is the above method you mentioned the only possible way?

    Yeah, now that they fixed Invert Ifs I'm pretty sure this works as well - I'm 95%+ sure I tested it, but that's a better way to go rather than forcing them to have an item.
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited April 2014
    Thank you so much guys=)
  • eldartheldarth Member Posts: 4,494 Arc User
    edited April 2014
    ...and if you've got some spare time, feel free to document how to do it in the Advanced Foundry Topics portion of the Wiki. :p
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