----------------------------------------------------------------------------- manhole ----------------------------------------------------------------------------- manhole.arc manhole_closed_1 A HOLE modeled after arch/trunk/connect/Hole/pit.arc pit_closed, except that it is a multi-tile archetype, and that the non-head pieces are deliberately set to the wrong face so that the animation works. The cover is over the hole by default when a map loads or is reset. manhole_open_1 A HOLE modeled after arch/trunk/connect/Hole/pit.arc pit_open that has its lid off the hole by default when a map loads or is reset. manhole.base.xcf This is a GIMP 64 x 64 bit image with layers and transparency. The elements used to construct the manhole .png files. This file does also contain some variations of the archetype that could be used to produce different manholes (rust- colored vs. bronze, for example). Ideally, graphic design changes are made in this file, and then .pngs are exported. manhole.base.111.png manhole.base.112.png manhole.base.113.png manhole.base.114.png A bronze manhole animation set. 111 is an open manhole. 112 and 113 are transitional shots of a manhole opening or closing, and 114 is the closed manhole. A ladder is shown going down the hole underneath the lid when it is open. Using the manhole: 1) This is a pit. It can only transfer a player to a location on the same map. 2) The manhole can be used to drop players in another map by pointing it to a hidden coordinate that has a teleporter in it. The teleporter can then transfer the player on to another map. Though the transfer is very fast, it may be wise to place the same flooring, and a ladder going down arch at the transfer coordinates and on top of the teleporter so that it does not look too wierd if the player notices. To get back up the manhole, in the lower map, just place a ladder going up directly to the manhole map location. 3) The manhole is unlikely to be useful on a world map since there are no hidden places where a teleport can be placed to transfer to another map. 4) The manhole needs a trigger (connection) to activate. This can be a lever, button, script, etc., but a very effective connection for a closed manhole is an activate_on_push and activate_on_release player pedestal. Place the pedestal under the manhole. When the player steps on the manhole, the open animation begins and if the player continues to stand on the manhole, they will "fall in". The reason for using push and release is that after the player has fallen in, the manhole "resets" to the shut position, much like a door. The animation is slow enough that the player can step off the manhole to avoid going down. When a pedestal is used to open the manhole when it is stepped on, make sure that the exit back to the manhole location returns the player to a coordinate beside the manhole cover, and not right on the lid so they do not automatically fall back in when they come out. 5) If an item (i.e. rock) is placed on top of the manhole to obscure it, sometimes the manhole is rendered on top of the item. If this is the case, one workaround is to set "map_layer no_pick" in the manhole on the map, and "map_layer item" on the obscuring item. The concept of the manhole was developed by Kevin Bulgrien, but would not have been possible if Nicolas Weeger had not figured out how to modify the server code to operate and animate the pit when it was placed in a multi-tile arch.