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