Spawn/Destroy Objects?

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fahadius
Posts: 1
Joined: Sun Oct 05, 2008 8:55 am

Spawn/Destroy Objects?

Post by fahadius »

I've been trying to find a way to spawn and delete objects after certain events. Like killing a boss for supplies will make the main base upgrade with more buildings and supplies. I saw a thread farther down that said it wasn't possible, but the post was over a year old and I was hoping there was some sort of updates to the ring. If not...=(.
sidusar
Posts: 1331
Joined: Tue Dec 21, 2004 4:38 am

Re: Spawn/Destroy Objects?

Post by sidusar »

Deleting objects is possible; there's a macro object for that, "scenery remover" if I recall.

Spawning objects however is still not possible. :( And no, deleted objects can't be respawned either, gone is gone.

There's only been one update to the Ring so far, a few months after it was launched, which did fix a lot of bugs and add a bunch of features. But that's almost two years ago now, and there've been no more updates to the Ring since.

In fact, there've slowly been features breaking down again since then. If anything, less is possible in the Ring now than there was a year ago. :o
unkala
Posts: 11
Joined: Thu Nov 23, 2006 8:04 am

Re: Spawn/Destroy Objects?

Post by unkala »

sidusar wrote:And no, deleted objects can't be respawned either, gone is gone.
Not even changing to a later Act will bring a despawned scenery object back into existence.
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sx4rlet
Posts: 1025
Joined: Tue Sep 28, 2004 11:12 pm

Re: Spawn/Destroy Objects?

Post by sx4rlet »

Sometimes you might be able to work your way around it for spawning or despawning objects, but it takes a lot of creativity to do...

for example; for my scenario 'run homin run' I wanted to light a couple of fires, to make a couple of cutes follow it.
Well, you cannot spawn them, so that didnt work.

But you can despawn fires, so I did it the other way around, and told the player to turn off the fires.

But that would leave a 'spot' where a old fireplace should be... I solved that by putting an old fireplace directly at the spot of the burning fireplace, which resulted in a burning fireplace on top of a dead fireplace, so that it would look like the fire was turned of, instead of a fire that completely disapeared.
Sxarlet - Pink Rez Gadget of Evolution

Silk - Trader of valuable things, in service of the King
Sxarface - Master of shipwrecking in Aedan Aqueous
sidusar
Posts: 1331
Joined: Tue Dec 21, 2004 4:38 am

Re: Spawn/Destroy Objects?

Post by sidusar »

Indeed, so the only way to simulate a building being built, would be to place a large pile of rubble on top of the building so that it completely covers the building, then despawn the pile of rubble when the event is triggered.

You can then despawn the building itself later, to simulate it being destroyed again. However, then you're stuck, and only a restart of the scenario will restore the initial situation. A base that indefinitely grows and shrinks dynamically as the situation changes, is not possible.
kailomonkey
Posts: 4
Joined: Fri Nov 28, 2008 12:32 am

Re: Spawn/Destroy Objects?

Post by kailomonkey »

I haven't tried changing locations with acts yet, but could a new location save be used to simulate this in any way?

I was trying to do the same thing with lighting a fire... guess you could do something really dodgy and have the fire move afew meters to where something has disappeared that was covering it >.<
kailomonkey
Magician Apprentice
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