Search found 49 matches
- Tue Nov 04, 2014 12:39 pm
- Forum: Mod Creation
- Topic: Editor Tutorials on YouTube - part 15 is out
- Replies: 168
- Views: 343167
- Mon Nov 03, 2014 10:02 am
- Forum: Grimrock 2 Discussion
- Topic: LoG2 Editor features and modding
- Replies: 43
- Views: 41861
Re: LoG2 Editor features and modding
All right!! I've started over the room to 'clean' it from possible f*ckups... retried the scripting part... and it worked !! I just don't understand why it didn't worked before since I've change nothing in the script... Like I said before, it might be helpfull to know what "objects" are sc...
- Sun Nov 02, 2014 4:38 pm
- Forum: Grimrock 2 Discussion
- Topic: LoG2 Editor features and modding
- Replies: 43
- Views: 41861
Re: LoG2 Editor features and modding
Well, I'm feeling very unlucky with scripting... none of the options are working... It's either not working at all and the force_field remains active, or a red 'nil value' in the script that pops up... I reaaly need to learn how to script properly for LoG... maybe some tutorial (other than those alr...
- Sat Nov 01, 2014 11:24 am
- Forum: Grimrock 2 Discussion
- Topic: LoG2 Editor features and modding
- Replies: 43
- Views: 41861
- Fri Oct 31, 2014 2:20 pm
- Forum: Gameplay Hints
- Topic: Help on Keelbreach Bog
- Replies: 7
- Views: 9188
Re: Help on Keelbreach Bog
On va arrêter de troller le forum ^^
- Fri Oct 31, 2014 12:32 pm
- Forum: Gameplay Hints
- Topic: Help on Keelbreach Bog
- Replies: 7
- Views: 9188
Re: Help on Keelbreach Bog
Eh bah c'est du propre !!!!!
(moi aussi
)
(moi aussi

- Fri Oct 31, 2014 10:25 am
- Forum: Grimrock 2 Discussion
- Topic: LoG2 Editor features and modding
- Replies: 43
- Views: 41861
Re: LoG2 Editor features and modding
Ok then. I have yet another question (I'm that kind of guy...) : I want to script a deactivation of a force field through the use of torchholders, like this : function DeactivateForceField() if torchholder1:hasTorch() == false and torchholder2:hasTorch() == false and torchholder3:hastorch() == false...
- Thu Oct 30, 2014 10:05 pm
- Forum: Grimrock 2 Discussion
- Topic: LoG2 Editor features and modding
- Replies: 43
- Views: 41861
Re: LoG2 Editor features and modding
It's what I'm doing so far but I just don't understand the point of having items such as these walls if we can't use them properly :/
- Thu Oct 30, 2014 3:02 pm
- Forum: Mod Creation
- Topic: Editor Tutorials on YouTube - part 15 is out
- Replies: 168
- Views: 343167
Re: Editor Tutorials on YouTube - part 9 is out
Hello, I have a question : I can't possibly understand why the "wall" items are not only coloured on only one of their 'faces' but that they also are 'collisionable' all the freaking time, even by monsters, even "in game"... why the ackwardness ? What can be done to avoid the eff...
- Thu Oct 30, 2014 2:35 pm
- Forum: Gameplay Hints
- Topic: Help "Meteorite"
- Replies: 7
- Views: 17245
Re: Help "Meteorite"
Well depending on how far you are in the game, it is quite helpfull or not : Down in the abyss of the crystal mine (3rd level down) there's a "froge of the star" altar : use the metorite on it and you'll get the Meteor Hammer (+ success unlocked) which is quite powerfull only if you have t...