Treellama wrote:Weird, I thought I had added this. Apparently not.
quartz wrote:rather than messing with manipulating poly heights, why don't you just use lua to reposition the player(s) to another poly directly? you can basically copy/paste the xyz coords, so as long as the rooms look the same and are stacked vertically you can't tell.
Chocolateer wrote:You did give me the idea that it could be interesting to try repositioning corpses between the hub and a separate poly not visible to the player depending on the level it's it. Looking at the lua documentation, I'm not sure if it is possible to reposition corpses. I don't know how corpses are handled, but unless they are a monster, scenery or effect then it probably isn't possible.
Zott wrote:You could crush the corpses in the hub couldn't you to remove them? (Floor to Roof) You'd just have to make it clear to the player why the corpses are being crushed before they enter the hub and then the elevator.
Treellama wrote:Corpses are "garbage"; Lua currently cannot manipulate them.
Chocolateer wrote:I take it you haven't actually looked at the example map I posted then?
Chocolateer wrote:My elevator is not an enclosed box that the player enters at one level and leaves on another, but has a window overlooking an area below to show that the player actually is in an elevator that moves up and down. With what you are proposing, you'd also need to duplicate those outside polys for each level the elevator stops at. Any aliens/corpses in the outside area would ruin the effect.
Chocolateer wrote:Another thing I don't like about your proposed reposition trick is that the complexity increases for every level you add to the elevator
Chocolateer wrote:I haven't tried what you are proposing, but I suspect it may sound odd having 3 (or more) platforms overlapping each other in 5-D space activating and deactivating at the same time. I suppose you could get around this by making all but one of the platforms silent.
Chocolateer wrote:The biggest problem with my example is (as Hopper pointed out) corpses in the hub, which would be visible at every level. Your proposed solution instead makes corpses in the elevator a problem.
Chocolateer wrote:At least in my example the problem is a bit more subtle,
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quartz wrote:not really. not unless you're also trying for multiple windows on the same vertical wall.
- have the "floor" with the window be a real floor, let's say it's the 2nd floor. the elevator can go up and down from there.
- when it stops at a higher or lower floor, reposition the player to an identical looking room in 5d space.
- if they leave and come back, reposition them on-button-press back to the real platform, which then starts moving to the other floor.
quartz wrote:...I'm imagining only one room that's actually a platform, and all the rest are just dumb normal polys connected to each floor... there'd only be one platform. all the other rooms would be normal polys except for the top one *maybe* to make sure it's red on the map. and that platform doesn't ever have to move.
quartz wrote:yes, but it's a lot easier to contain that. if you make a short hallway outside the door on each floor and have it be monster impassible then it's a lot harder to get aliens into the elevator in the first place. this becomes basically impossible if you also don't have any rocket launchers, but even then you can jut put a right angle or something in the hallway to stop them sliding in.
Zott wrote:This shows what I meant by disappearing corpses. You could use this to remove the corpses on all levels of the platform that would show differences in body count. Of course since it is obvious, you'd have to make a reason why the place is being cleared. (Or just use non-corpse-leaving enemies)[attachment=4987:Marathon_Corpse.wmv]
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