Excellent work! _________________________ World of Aenea (Hall of Fame PW and the origin of all my works)
Vault Entries: The Complete List (50+ entries, including 17 Hall of Fame awards)
Self-Promotional Honesty: If you have opinions on stuff I've made, or if you use any of it (as a player or builder), I like comments/votes/feedback...so do other content makers and builders. Keep us motivated. :)
Posted by DeadSomething at 2007-12-14 06:30:00 Voted 10.00 on 12/14/07
can someone add some scripts for the drawbridge to be drawn up and released?
I remember having had some issues with this when i worked with that last time...
Posted by _six_six_six_ at 2007-10-25 23:14:37 Voted 9.75 on 10/25/07
I got an idea for what you can do when it is broken.. from what i gather, when the door is broken down you can walk over where the door would be right? how about you make the door fall open when it's destroyed and set it to umm.. one of those options no real death or whatever it is.. i forget, so that it doesn't dissapear
Posted by fkirenicus at 2004-12-08 01:11:44 Voted 9.75 on 12/08/04
One of the best city additions! _________________________ best regards,
fk
Posted by adinos at 2004-07-29 11:21:15 Voted 9.50 on 07/29/04
Well, the uncrossable water is part of the door walkmesh, not the tile. Cant help with the fading issues, sorry.vini, vici, vomitti
Posted by Nissa_Red at 2004-07-10 22:29:42 Voted 9.00 on 07/10/04
Excellent work. It would be a straight 10 if the fade-out effect could be removed from the drawbridge (it would seem more realistic to me).
Posted by Nissa_Red at 2004-07-10 22:28:00 Voted 9.00 on 07/10/04
Hi Gribo,
this drawbridge is a little gem. It is the first that I see working as it should, and not only "as intended" (tm). I am still wondering how you managed to make the water uncrossable when the bridge is raised, hehe.
I just have one suggestion : could you make it so that the drawbridge does not fade out when the player moves the camera around ? IMHO, it doesn't make sense to be able to see through it.
Thanks again for your work.
Posted by Nissa_Red at 2004-07-10 22:28:00 Voted 9.00 on 07/10/04
Hi Gribo,
this drawbridge is a little gem. It is the first that I see working as it should, and not only "as intended" (tm). I am still wondering how you managed to make the water uncrossable when the bridge is raised, hehe.
I just have one suggestion : could you make it so that the drawbridge does not fade out when the player moves the camera around ? IMHO, it doesn't make sense to be able to see through it.
Thanks again for your work.
Posted by Anonymous ( 62.219.xxx.xxx ) at 2004-05-18 01:32:00
Define a real big drawbridge. :)
Posted by Khauna ( 200.102.xxx.xxx ) at 2004-05-17 16:02:00
love it! I love all of your work Gribo, plus, a suggestion, can you make another version? But with a really big drawbridge? :D
could you add a script to put an unwalkable placeable in its place if it is destroyed?Zed0
"In the begining there was nothing which exploded" - Terry Pratchett
If you want a reskin, you will have to make it by yourself. I am not in the reskin bussiness.
There is a drawbridge in mendeku's hakpak.vini, vici, vomitti
Nice. Keep on the good work. Like it. ;-)
Is possible to make a version with gras in front of the bridge too ?
For use with the CFR for example ?Ja khaless zhah waela
hmm, i guess you are right. if you destroy it, you will be able to walk on water. there is no 'destroyed' walkmesh option.vini, vici, vomitti
Posted by CID-78 ( 195.252.xxx.xxx ) at 2004-05-15 06:38:00
Well i suppose this work fine IF you don't remove or destroy the drawbridge. because a destroyed drawbridge must cause walkmesh issues right? (you walk in the air)
Posted by Nihilus Narcissus ( 209.109.xxx.xxx ) at 2004-05-14 14:41:00
adinos,
if the quality is high and if it is fully functional (walkmeshes work well, etc.), i'm sure we'll include it in the CTP; another thing that the CTP Team will watch for is community response to this add-on; i'm assuming that it doesn't overwrite anything