I was wondering if any of you had figured out how to make a sliding wall.
Here is the thing:
I made a hallway blocked off by a wall. There is an interactible item that can only be seen by players with the dungeoneering skill and they can interact with it. Upon interaction I want the wall to "slide" away to reveal the hallway.
Any suggestions, cause right now the wall just goes *poof* gone, and it looks a bit fake :P
Regards,
Murkeep Monastery - Foundry quest in need of reviews - NW-DNQY9CXMZ - Just updated to V1.5
Leave your code in the review and I will return the favor!
Post edited by gamdarian on
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Comments
kamaliiciousMember, NW M9 PlaytestPosts: 0Arc User
edited May 2013
There is no way to do this in Foundry, through Cryptic does this kind of thing in official quests. You can't do the "fade out/dissolving" illusionary thing Cryptic does either.
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drakedge2Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited May 2013
You could set up a complicated set of locational triggers and make the wall slide as the player moves down them by having each wall appear and dissappear as each waypoint is reached. There is no way to animate a wall really.
Your other option is to just have it vanish, or you could have a dialog and explain that the wall slid and have it off camera during said convo
We are working on adding levers and sliding walls/secret doors to the Foundry soon. In the meantime most people seem to use triggers to hide/show a wall.
As for the illusionary wall thing, I'll see what I can add for that in short order
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drakedge2Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
We are working on adding levers and sliding walls/secret doors to the Foundry soon. In the meantime most people seem to use triggers to hide/show a wall.
As for the illusionary wall thing, I'll see what I can add for that in short order
We are working on adding levers and sliding walls/secret doors to the Foundry soon. In the meantime most people seem to use triggers to hide/show a wall.
As for the illusionary wall thing, I'll see what I can add for that in short order
This is like amazing news!
For now, the simplest method is to make the player look away from the wall while it disappears. Put the mechanism that removes the wall on the opposite wall.
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cwiyk13Member, Neverwinter Beta UsersPosts: 5Arc User
We are working on adding levers and sliding walls/secret doors to the Foundry soon. In the meantime most people seem to use triggers to hide/show a wall.
As for the illusionary wall thing, I'll see what I can add for that in short order
Thank you very much!
Krae Vull - Devoted Cleric
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kamaliiciousMember, NW M9 PlaytestPosts: 0Arc User
We are working on adding levers and sliding walls/secret doors to the Foundry soon. In the meantime most people seem to use triggers to hide/show a wall.
As for the illusionary wall thing, I'll see what I can add for that in short order
I guess this post means repeatedly poking Cryptic in this manner over things like this works.
There are cave doors that roll open if you can incorporate that into your design.
Those things are HUGE. I wanted to use one in a normal sized area, but the rolling part just looked too out of place in a small doorway
However, if you can make it work, they do roll out of the way very nicely.
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zovyaMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited May 2013
I haven't played with doors that much, but I know of a cell door that animates sliding horizontally and a sewer grate door that animates sliding vertically. These are independent of the doors between rooms so they can be added to your map and rotated.
I guess this post means repeatedly poking Cryptic in this manner over things like this works.
AMEN!
To the OP. The work around I did for the EXACT scenario (dungeoneering opening the wall) was a dialog on the interactable then once the wall was moved I edited the new location to look like the dungeoneer had erected a makeshift scaffold to prevent it from closing/collapsing behind them. In mine I did this with a wall of rubble they were moving past but the overall feel of the dialog playing "smoke and mirrors" was liked by the people I let test it for me.
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gamdarianMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 26Arc User
edited May 2013
Hey all,
Thank you all for the reply's seems im not the only one fooling around with that. I managed to sort of fix it myself with a bit of dust FX and some nice sounds, looks ok'ish now, still far from the epic Slide up ^^
Regards,
Murkeep Monastery - Foundry quest in need of reviews - NW-DNQY9CXMZ - Just updated to V1.5
Leave your code in the review and I will return the favor!
please look in to npc and encounters the problem is if you build a platform a bridge or stairs its Sean as invisible and you cant place them on it its kinda limiting creativity on building they will just fall right threw it and a ability to move them and portholes in 3D mode would be nice also would like to see a boss section moore selection on difficulty and when you change a encounters look its saved as npc but you have to remake it to use as encounter kinda lame may be if you can make any npc be hostall that would be easy fix love the foundry by the way im spending more time creating then questing i love it
We are working on adding levers and sliding walls/secret doors to the Foundry soon. In the meantime most people seem to use triggers to hide/show a wall.
As for the illusionary wall thing, I'll see what I can add for that in short order
Excellent, any chance we could get door states too?
Door Open, Door Close
Door Animated Open from Close, Door Animated Close from Open.
Comments
Your other option is to just have it vanish, or you could have a dialog and explain that the wall slid and have it off camera during said convo
As for the illusionary wall thing, I'll see what I can add for that in short order
http://www.youtube.com/watch?v=i-T1h7J0R-Q
Sing along...
This is like amazing news!
For now, the simplest method is to make the player look away from the wall while it disappears. Put the mechanism that removes the wall on the opposite wall.
Thank you very much!
I can also think of a neat way to make a wall slide up that isn't just *poof* wall is gone, but it will take some effort to make.
Those things are HUGE. I wanted to use one in a normal sized area, but the rolling part just looked too out of place in a small doorway
However, if you can make it work, they do roll out of the way very nicely.
AMEN!
To the OP. The work around I did for the EXACT scenario (dungeoneering opening the wall) was a dialog on the interactable then once the wall was moved I edited the new location to look like the dungeoneer had erected a makeshift scaffold to prevent it from closing/collapsing behind them. In mine I did this with a wall of rubble they were moving past but the overall feel of the dialog playing "smoke and mirrors" was liked by the people I let test it for me.
Thank you all for the reply's seems im not the only one fooling around with that. I managed to sort of fix it myself with a bit of dust FX and some nice sounds, looks ok'ish now, still far from the epic Slide up ^^
Regards,
Leave your code in the review and I will return the favor!
Excellent, any chance we could get door states too?
Door Open, Door Close
Door Animated Open from Close, Door Animated Close from Open.
Would allow toggles from events.