Search found 178 matches
- Fri Jan 13, 2017 6:05 am
- Forum: Mod Creation
- Topic: question about a modified pit / trapdoor
- Replies: 10
- Views: 12637
Re: question about a modified pit / trapdoor
You can also just move the party wherever you want using a script without using a teleporter. Just use party:setPosition(x, y, party.facing, elevation, level) if that would help. I believe that the "fall" could be orchestrated anyway you like, especially if you disabled gravity ( party.gra...
- Thu Jan 05, 2017 8:55 pm
- Forum: Mod Creation
- Topic: Is anyone still playing/modding Grimrock 2?
- Replies: 24
- Views: 31118
Re: Is anyone still playing/modding Grimrock 2?
MrChoke! Welcome back! It is awesome to have you back!! I've come, gone, and returned too. Life keeps getting in the way, but I'm more interested in creating things others can use instead of going for a full-blown mod (although I keep working on one). I keep bouncing from scripting to 3D graphics an...
- Tue Dec 13, 2016 11:03 pm
- Forum: Mod Creation
- Topic: Modding infodump
- Replies: 46
- Views: 68884
Re: Modding infodump
minmay: Okay, I see. Thank you for taking the extra time to help me yet again. You're quite amazing, you know. Thanks for the information on creating smooth 3D models without sharp edges too (or something like that). I'll be searching for that again and hopefully produce a few decent models eventual...
- Tue Dec 13, 2016 5:02 am
- Forum: Mod Creation
- Topic: Modding infodump
- Replies: 46
- Views: 68884
Re: Modding infodump
a ScriptComponent isn't even useful for it. Although it's only a simple example of what I'm playing with, why not? 1) The party steps on tile activating the trigger component, 2) the party speed set to .6 (or whatever) by onActivate, 3) the party leaves the tile and the triggers onDeactivate settin...
- Tue Dec 13, 2016 1:46 am
- Forum: Mod Creation
- Topic: Modding infodump
- Replies: 46
- Views: 68884
Re: Modding infodump
minmay: Thank you again. I can actually use what you have provided, I think. I'm trying to create some "specialized" tiles that are self-contained so that no frameworks, extra scripts, plates, et cetera are required for the tiles to function correctly. Not that any of these things are bad,...
- Sat Dec 10, 2016 10:04 pm
- Forum: Mod Creation
- Topic: Modding infodump
- Replies: 46
- Views: 68884
Re: Modding infodump
You can call an internal function (from a script component) from any other function (onInit, onActivate, onAnimationEvent, etc...) by having it 'navigate' to the script component, and execute a script as you would normally trigger functions through scripts. Zimber: I'm making progress and I have th...
- Thu Dec 08, 2016 6:22 pm
- Forum: Mod Creation
- Topic: Modding infodump
- Replies: 46
- Views: 68884
Re: Modding infodump
Zimberzimber: Thank you! I'm just now seeing how you can combine different properties in the same object - like your script internal to your omnitool object. That really helps. Minmay: Yes of course I see what you did in your example now and yes, it's much easier and proficuous. So duuuh :?, I never...
- Thu Dec 08, 2016 6:52 am
- Forum: Mod Creation
- Topic: Modding infodump
- Replies: 46
- Views: 68884
Re: Modding infodump
Detecting reloads To detect when the dungeon is loaded, place a single instance of this object anywhere in your dungeon: defineObject{ name = "load_detector", placement = "floor", components = { { class = "Null", onInit = function(self) -- Whenever this function is cal...
- Sat Dec 03, 2016 5:03 am
- Forum: Mod Creation
- Topic: Check altar for correct item to trigger connection
- Replies: 6
- Views: 8896
Re: Check altar for correct item to trigger connection
BlankGame: Coding is like anything else - start slow, put out a little effort, and learn as you go on simple programs. PM me if you want some assistance. I'll be happy to help you get started. I only have a little coding experience with Lua under Grimrock, but even a little knowledge can be rewardin...
- Fri Dec 02, 2016 5:28 am
- Forum: Mod Creation
- Topic: script timer memory question
- Replies: 6
- Views: 8765
Re: script timer memory question
Of course, you could always fall back on Pythagoras and calculate the distance between the party and whatever object, such as the script, and test to see if you're within the distance you wanted: if math.sqrt((party.x - self.go.x) ^ 2 + (party.y - self.go.y) ^ 2) > 6 then return But this might use m...