Search found 91 matches
- Wed Jun 30, 2021 9:42 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3413581
Re: Ask a simple question, get a simple answer
Ah, this works, thanks. So it has to be tga specifically in order to recognize the file, weird. 1) Teleporter/Spin: The teleporter below is supposed to spawn briefly and turn incoming projectiles and monsters around on the same tile, but it doesn't. If I give it a specific TeleportTarget it works, u...
- Sat Jun 26, 2021 7:14 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3413581
Re: Ask a simple question, get a simple answer
The game picks the first accepting SurfaceComponent on the object when you click a ClickableComponent; it has no way of knowing that you want clickable2 to correspond to surface_2. To work around this, you can use the onAcceptItem hook to reject the item from all SurfaceComponents except the one yo...
- Wed Jun 23, 2021 1:25 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3413581
Re: Ask a simple question, get a simple answer
Need some help with the surfaces for my custom alcove below. Both alcoves have their own surface and both areas are clickable, can be filled with items via editor and emptied manually. However, as soon as I insert an item it only uses surface_1, the upper alcove. Am I overseeing something or is that...
- Sun Jun 20, 2021 6:25 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3413581
- Sun Jun 06, 2021 9:14 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3413581
Re: Ask a simple question, get a simple answer
If you want the Button component's disableSelf checkbox to have an effect, you need to look at its value. Perfect, works like a charm and for all buttons, secret buttons and levers. Now disableSelf is finally working as intended. Now off to removing all the scripts for individual buttons, yay. Than...
- Sat Jun 05, 2021 7:14 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3413581
Re: Ask a simple question, get a simple answer
Thank you so much for that, Isaac. Unfortunately, this leaves it clickable twice, even though the second click does nothing (tested with toggles). Fiddled around a bit and I now have a single-use button, just like I wanted. However, the disableSelf box has no effect. So now there are three versions....
- Fri Jun 04, 2021 8:27 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3413581
Re: Ask a simple question, get a simple answer
Thanks for the replies, but the whole underwater bit just makes my head hurt and nothing seems to work. Gonna leave that to those who know what they're doing. Or you can attach timers to the party dynamically: http://www.grimrock.net/forum/viewtopic.php?f=23&t=18556&p=121823#p121823 Just to ...
- Thu Jun 03, 2021 6:51 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3413581
Re: Ask a simple question, get a simple answer
Yes, by attaching timers to the party. Yeah, that makes sense. However, I have never used any party hooks before, so I'm rather clueless. Do I have to define the party as an object first or how does that work? Mind giving an example on how to connect a timer or any trigger to the party? On another ...
- Tue Jun 01, 2021 9:20 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3413581
Re: Ask a simple question, get a simple answer
Is there a way to use "global" timers that count down reliably whether the player is on the respective level or not? When I trigger an event with a timer object via script and leave the level, the time seems to run a lot slower and a 10 second timer activates roughly a minute later. Been u...
- Sat Mar 27, 2021 9:24 am
- Forum: Custom Dungeons
- Topic: [New Mod] Falagar - A Journey
- Replies: 157
- Views: 235647
Re: [New Mod] Falagar - A Journey
p.s. When new update is planned? Over the last couple of months I received a ton of feedback and bug reports and was working on improving the mod accordingly as many aspects mentioned were actually valid, not like the idiotic ones from people like Pompidom and his second accounts. When a rather act...