Search found 15 matches

by stochastic
Wed Jan 02, 2013 6:29 pm
Forum: Modding
Topic: quick item spawn question
Replies: 8
Views: 6294

Re: quick item spawn question

(fixed, nevermind)
by stochastic
Wed Jan 02, 2013 6:22 pm
Forum: Modding
Topic: quick item spawn question
Replies: 8
Views: 6294

Re: quick item spawn question

Yeah thanks, I think that will work, and I have used the self.x, self.y or plate.x, plate.y a few times in my dungeon. I must say for someone like me, who is new to scripting in general, this seems quite logic, when you know the functions. The tricky part is just to set it up right ;) - thanks for y...
by stochastic
Mon Dec 31, 2012 3:54 am
Forum: Modding
Topic: quick item spawn question
Replies: 8
Views: 6294

Re: quick item spawn question

Interesting,

I cannot get your script to work - or in other words - no key is spawned :/
by stochastic
Mon Dec 31, 2012 2:01 am
Forum: Modding
Topic: quick item spawn question
Replies: 8
Views: 6294

quick item spawn question

--Spawn key function l1rspwnkey() if knap_text_5:isDown() == true and <NEED SOMETHING HERE> then hudPrint("Oh look! There is a key on the floor.") key = spawn("brass_key", self.level, 8, 6, 3, "FANCYBRASSKEY") end end Comment: The problem with this script is, I want it ...
by stochastic
Sun Dec 30, 2012 11:02 pm
Forum: Modding
Topic: Help to FX
Replies: 2
Views: 2635

Help to FX

I was planning to get some new red light in my dungeon, however... I cannot really get that "FX" to work... I have tried: function test11111() if testp1:isDown() == true fxtest:setLight(1, 0, 0, 10, 3, 200, true) else end end with a pressure_plate and a FX (The script doesn't work) :(
by stochastic
Sun Dec 30, 2012 6:25 pm
Forum: Modding
Topic: Text output
Replies: 13
Views: 10977

Re: Text output

The problem was that my torch was "activating" the Lua script ... It now works -.-
by stochastic
Sun Dec 30, 2012 6:04 pm
Forum: Modding
Topic: Text output
Replies: 13
Views: 10977

Re: Text output

NEVERMIND... couldn't do that :'(
by stochastic
Sun Dec 30, 2012 6:02 pm
Forum: Modding
Topic: Text output
Replies: 13
Views: 10977

Re: Text output

Else I should make the torch activate LUA script if it is activated itself - and deactivate Lua script if it is deactivated (removed)
by stochastic
Sun Dec 30, 2012 5:55 pm
Forum: Modding
Topic: Text output
Replies: 13
Views: 10977

Re: Text output

He keeps saying "it is stuck" if I just keep removing and adding the torch :(
by stochastic
Sat Dec 29, 2012 10:16 pm
Forum: Modding
Topic: Text output
Replies: 13
Views: 10977

Re: Text output

--Resets lever if riddle is not complete function resetlever1() if tsl1:getLeverState() == "activated" and tst1:hasTorch() == true then tsl1:setLeverState("deactivated") hudPrint("It seems stuck! ...") else tsl1:setLeverState("activated") end end The problem w...

Go to advanced search