Although, would it even work with the drain covers in Grimrock 2? The files for the tentacles are in the game as far as I can see, but maybe they didn't include the monster because they didn't get around to fixing the placement for the existing grating tiles?
Glad to hear you got them working! I was fiddling with it myself and I can get the tentacles themselves to work but not the grating beneath them. Out of interest, did you manage to get that part working?
I didn't bother with the Grimrock 1 grating, you just need to place the monster (or a spawner for the monster) on either the castle_bridge_grating (with a lower floor under it) or dungeon_fire_pit object, and as long as you're not looking too closely (and I doubt many casual players would), it works just fine.
Ah fair enough, we both ended up with pretty much the same thing, then. Happy to hear my mods were helpful for you, your version works like a charm for me. =)
I must say the idea of them rising from the fire pit could actually be really cool. Could even have a version that's immune to fire damage to reflect their ability to survive there.
Ok, so I don't know how much different monsters are from objects, but I was just going through and remembered, the 'dungeon_door_wooden_locked'. You know, the wooden doors that have the key-hole in the middle of the door itself? I'm not sure how they work (with the hit-box of where you insert the key, does it interfere with projectile collision?).
Short answer: no, that wouldn't interfere with collision.
Long answer: everything you can interact with in the game world that isn't the terrain itself (e.g. walls, ground, ceiling when indoors) is an object. Every monster inherits from a pre-defined "base_monster" object.
Locks are essentially just alcoves that only accept one of a specific item and don't let you take it back out. Both these object types work by having a "Clickable" component. You define a couple of vectors for this component that dictate how large the clickable section is and where on the object it's positioned. Anything clickable works the same way; buttons, healing crystals, ladders, etc.
Because these interactions are only concerned with user input, there isn't any object collision involved. Projectiles wouldn't trigger anything relating to this component; they'd just interact with the door like any other door.
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Although, would it even work with the drain covers in Grimrock 2? The files for the tentacles are in the game as far as I can see, but maybe they didn't include the monster because they didn't get around to fixing the placement for the existing grating tiles?
(Also, thanks again for your files, they helped me make this one.)
I must say the idea of them rising from the fire pit could actually be really cool. Could even have a version that's immune to fire damage to reflect their ability to survive there.
Long answer: everything you can interact with in the game world that isn't the terrain itself (e.g. walls, ground, ceiling when indoors) is an object. Every monster inherits from a pre-defined "base_monster" object.
Locks are essentially just alcoves that only accept one of a specific item and don't let you take it back out. Both these object types work by having a "Clickable" component. You define a couple of vectors for this component that dictate how large the clickable section is and where on the object it's positioned. Anything clickable works the same way; buttons, healing crystals, ladders, etc.
Because these interactions are only concerned with user input, there isn't any object collision involved. Projectiles wouldn't trigger anything relating to this component; they'd just interact with the door like any other door.
Hope this is helpful!