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Posted (edited)

Released: Version 2.1.0

Add support for lockable Portcullis and Drawbridges

- Enforce and lock the main block (the block where you placed the Portcullis / Drawbridge)
grafik.png.a25d5901e062eab830cc09da5cc41f27.png

For PVP Enforcing you have to enforce all "closed" blocksgrafik.thumb.png.8600b5295753356d1501133f5b895ffa.png

i hope this graphics give a better understanding what i mean :)
Have fun with it.
 

Edited by Rhonen
update text
Posted

Released: Version 3.0.0

add new wooden gates with different material textures, notes see first post.

FOR GAMERS WHO DO UPDATE!

Please read the Update-Blog carefully!

 

Posted (edited)

Would it be possible to create an key item for that mod, so that only players with that key will be able to open the gates. And an option to set that item to "destroy after X times use"? This would be good for custom dungeon entrances in which players are supposed to get in one time only or so, to fetch rare items (like for paid quests, in in-game currency).

Edited by Kai Effelsberg
Posted

i think it is possible to add some other Gates which needs a key-item. the default gates/drawbdiges/portcullis i won't make them usable only by a key-item. but generally this is possible.
 

  • 4 weeks later...
Posted
1 hour ago, DArkHekRoMaNT said:

imo, it is better to remove the blocks, play the animation and put the blocks. The invisible blocks that allow walking on the drawbridge look odd

ok understand.
Will rework that. but that include, when it was closed, then you can pass and fall down ;)
but yes, sounds good.
 

  • 2 weeks later...
Posted
3 hours ago, BUSHBOY said:

I love this. I hope vintage story gets more NPCs, Like founding your own town. 

or the ability to found a group of NPC's and storm a fortification, oh the possibilities

  • Thanks 1
Posted
5 hours ago, BUSHBOY said:

I love this. I hope vintage story gets more NPCs, Like founding your own town. 


I think in one of the upcomming versions there will be more NPCs :)

 

Posted (edited)

What is comming next

I investigate how to implement an Undershot-Waterwheel.
Also want to do some test of rework the animation-handlings to improve the collissions only when gates etc are closed.
currently both is not easy to solve, but i won't give up fast ;)

Edited by Rhonen
  • Like 2
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