func on_map_load(root): var ap = global.get_node("Archipelago") # Teleport the direction panels when the stairs are there. var tpl_prefab = preload("res://objects/nodes/listeners/teleportListener.tscn") var dir1 = root.get_node("/root/scene/Panels/Castle Entrance/castle_direction_1") var dir1_tpl = tpl_prefab.instantiate() dir1_tpl.target_path = dir1 dir1_tpl.teleport_point = Vector3(59.5, 8, -6.5) dir1_tpl.teleport_rotate = Vector3(-45, 0, 0) dir1_tpl.senders.append(NodePath("/root/scene/Panels/Castle Entrance/castle_south")) dir1_tpl.senders.append(NodePath("/root/scene/Panels/Castle Entrance/castle_north")) dir1_tpl.senders.append(NodePath("/root/scene/Panels/Castle Entrance/castle_west")) dir1.add_child.call_deferred(dir1_tpl) var dir2 = root.get_node("/root/scene/Panels/Castle Entrance/castle_direction_2") var dir2_tpl = tpl_prefab.instantiate() dir2_tpl.target_path = dir2 dir2_tpl.teleport_point = Vector3(59.5, 8, 6.5) dir2_tpl.teleport_rotate = Vector3(-45, -180, 0) dir2_tpl.senders.append(NodePath("/root/scene/Panels/Castle Entrance/castle_south")) dir2_tpl.senders.append(NodePath("/root/scene/Panels/Castle Entrance/castle_north")) dir2_tpl.senders.append(NodePath("/root/scene/Panels/Castle Entrance/castle_west")) dir2.add_child.call_deferred(dir2_tpl) var dir3 = root.get_node("/root/scene/Panels/Castle Entrance/castle_direction_3") var dir3_tpl = tpl_prefab.instantiate() dir3_tpl.target_path = dir3 dir3_tpl.teleport_point = Vector3(54, 8, 0) dir3_tpl.teleport_rotate = Vector3(-45, 90, 0) dir3_tpl.senders.append(NodePath("/root/scene/Panels/Castle Entrance/castle_south")) dir3_tpl.senders.append(NodePath("/root/scene/Panels/Castle Entrance/castle_north")) dir3_tpl.senders.append(NodePath("/root/scene/Panels/Castle Entrance/castle_west")) dir3.add_child.call_deferred(dir3_tpl) # Block off roof access in Daedalus. if not ap.daedalus_roof_access: _set_up_invis_wall(root, 75.5, 11, -24.5, 1, 10, 49) _set_up_invis_wall(root, 51.5, 11, -17, 16, 10, 1) _set_up_invis_wall(root, 46, 10, -9.5, 1, 10, 10) _set_up_invis_wall(root, 67.5, 11, 17, 16, 10, 1) _set_up_invis_wall(root, 50.5, 11, 14, 10, 10, 1) _set_up_invis_wall(root, 39, 10, 18.5, 1, 10, 22) _set_up_invis_wall(root, 20, 15, 18.5, 1, 10, 16) _set_up_invis_wall(root, 11.5, 15, 3, 32, 10, 1) _set_up_invis_wall(root, 11.5, 16, -20, 14, 20, 1) _set_up_invis_wall(root, 14, 16, -26.5, 1, 20, 4) _set_up_invis_wall(root, 28.5, 20.5, -26.5, 1, 15, 25) _set_up_invis_wall(root, 40.5, 20.5, -11, 30, 15, 1) _set_up_invis_wall(root, 50.5, 15, 5.5, 7, 10, 1) _set_up_invis_wall(root, 83.5, 33.5, 5.5, 1, 7, 11) _set_up_invis_wall(root, 83.5, 33.5, -5.5, 1, 7, 11) var warp_exit_prefab = preload("res://objects/nodes/exit.tscn") var warp_exit = warp_exit_prefab.instantiate() warp_exit.name = "roof_access_blocker_warp_exit" warp_exit.position = Vector3(58, 10, 0) warp_exit.rotation_degrees.y = 90 root.get_node("/root/scene").add_child.call_deferred(warp_exit) var warp_enter_prefab = preload("res://objects/nodes/teleportAuto.tscn") var warp_enter = warp_enter_prefab.instantiate() warp_enter.target = warp_exit warp_enter.position = Vector3(76.5, 30, 1) warp_enter.scale = Vector3(4, 1.5, 1) warp_enter.rotation_degrees.y = 90 root.get_node("/root/scene").add_child.call_deferred(warp_enter) func _set_up_invis_wall(root, x, y, z, sx, sy, sz): var prefab = preload("res://objects/nodes/block.tscn") var newwall = prefab.instantiate() newwall.position.x = x newwall.position.y = y newwall.position.z = z newwall.scale.x = sz newwall.scale.y = sy newwall.scale.z = sx newwall.set_surface_override_material(0, preload("res://assets/materials/blackMatte.material")) newwall.visibility_range_end = 3 newwall.visibility_range_end_margin = 1 newwall.visibility_range_fade_mode = RenderingServer.VISIBILITY_RANGE_FADE_SELF newwall.skeleton = ".." root.get_node("/root/scene").add_child.call_deferred(newwall)