I have an idea.
To simulate being on top of a wizards rooftop, I notced that in the City Exterior Tileset, there is a WIzards Tower, with a flat usable roof.
What I am doing, is creating a MOCK city around me, with the Wizards tower in the middle, and I wanted to place a trapdoor on the roof of the tileset tower.
This works, but when I place an AT on the roof, it drops to the floor.
Anyone tried something like this before? Is there a way to do it without the AT, and on using the trapdoor, it teleports you back inside?
Tower Rooftop
Moderator: Event DM
Tower Rooftop
Astoroth Dyacon
Sage of The Magus Tower University of Mikona
"Knowledge is the foundation of a righteous society. For it is knowledge that allows us to think, to learn, and to grow together."
Sage of The Magus Tower University of Mikona
"Knowledge is the foundation of a righteous society. For it is knowledge that allows us to think, to learn, and to grow together."
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i doubt the top of the tower is walkable (in model terms i mean)
It would require a modified tile for the tower with a proper walkmesh and height info...
It would require a modified tile for the tower with a proper walkmesh and height info...
Tool for crafters Do you want some human to your salt? nomanisanisland.monolar.de
Can't get to the toolset right now, but I can think of a great way to test it.
Ever play Witch's Wake? You should be able to kludge an external "rope ladder" up the side of the tower by setting up two placeables of some logical type and using a JumpTo method associated with their OnUse event.
This won't work across areas if you're having the problem you describe with painting AT's, but it should right away make it obvious whether or not that area is "walkable", and with a little finesse and a lot of curse words you can set a placeable wherever you want regardless of it's relative location to the x,y plane.
Bye Now,
Jerry Cornelius - Code Monkey
Ever play Witch's Wake? You should be able to kludge an external "rope ladder" up the side of the tower by setting up two placeables of some logical type and using a JumpTo method associated with their OnUse event.
This won't work across areas if you're having the problem you describe with painting AT's, but it should right away make it obvious whether or not that area is "walkable", and with a little finesse and a lot of curse words you can set a placeable wherever you want regardless of it's relative location to the x,y plane.
Bye Now,
Jerry Cornelius - Code Monkey
It is walkable. I placed an NPC there in the toolset, and playtested it. But I see the inherant problem at hand.
I tried creating a raised surface, but it looks crappy, as the height and dimensions are different. Ah well it was a nice thought anyhow.
I tried creating a raised surface, but it looks crappy, as the height and dimensions are different. Ah well it was a nice thought anyhow.
Astoroth Dyacon
Sage of The Magus Tower University of Mikona
"Knowledge is the foundation of a righteous society. For it is knowledge that allows us to think, to learn, and to grow together."
Sage of The Magus Tower University of Mikona
"Knowledge is the foundation of a righteous society. For it is knowledge that allows us to think, to learn, and to grow together."