yeah
edit: tried again castle walls seem to work somehow, but i was making t in a dungeon place and dungeon walls dont work.
dungeon walls on castle stairs dont work either
Search found 47 matches
- Tue Nov 04, 2014 6:59 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3412469
- Tue Nov 04, 2014 2:58 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3412469
Re: Ask a simple question, get a simple answer
has anyone turned the collapsed dungeon thingies into stairs? i tried to do it by stacking it with a stairs without the model, but that also removes the walls so it doesnt really work
- Tue Nov 04, 2014 1:34 pm
- Forum: Mod Creation
- Topic: Editor Tutorials on YouTube - part 15 is out
- Replies: 168
- Views: 343187
Re: Editor Tutorials on YouTube - part 12 is out
so i check youtube subscription and WTF 3 new episodes!?!@?!?@!#!$# XD this is great watching them now tnx skugg
- Fri Oct 31, 2014 12:41 pm
- Forum: Mod Creation
- Topic: [Asset] Coins
- Replies: 29
- Views: 32774
Re: [Asset] Coins
... now i feel like we need a slot machine XD a lock that eats coins and then a lever to set it off then it spawns monsters in a 3x3 pattern holding any possible winnings you deserve
- Thu Oct 30, 2014 7:06 pm
- Forum: Mod Creation
- Topic: enable floortrigger is strange
- Replies: 5
- Views: 5510
Re: enable floortrigger is strange
in your case perhaps have 2 triggers each call the same 2 functions that enable one of the other 2 stacked triggers
- Thu Oct 30, 2014 5:06 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3412469
Re: Ask a simple question, get a simple answer
yes.
thats that \mod_assests\scripts\monsters.lua is for
this is the official LoG-1 guide for it. a lot probably still applies
and i think this is what u need if you want to do stuff with models
thats that \mod_assests\scripts\monsters.lua is for
this is the official LoG-1 guide for it. a lot probably still applies
and i think this is what u need if you want to do stuff with models
- Thu Oct 30, 2014 3:35 pm
- Forum: Grimrock 2 Discussion
- Topic: Where to store loot?
- Replies: 11
- Views: 15414
Re: Where to store loot?
the least safe place to store loot is in your hands XD you might run into a frog! anywhere else it should stay forever I used the chest at first save crystal at first and later changed to the hub aswell
- Thu Oct 30, 2014 2:50 pm
- Forum: Mod Creation
- Topic: [Asset] Coins
- Replies: 29
- Views: 32774
Re: Coins
haha i am really glad they have weight XD the first thing I thought that would be nice to do is create a dungeon where you're maxed on weirght to solve the final puzzle so you cant take any treasures with you if you want to escape
- Thu Oct 30, 2014 2:49 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3412469
Re: Ask a simple question, get a simple answer
aah I'm confused
i want to change the y-position of a secret door. i thought you had to do something like
but i get an error: attempt to index field 'go' (a nil value)
how are you supposed to call on it?
i want to change the y-position of a secret door. i thought you had to do something like
Code: Select all
door.go:setWorldPositionY(42)
how are you supposed to call on it?
- Thu Oct 30, 2014 2:06 pm
- Forum: Mod Creation
- Topic: Scripting time in real-time seconds
- Replies: 17
- Views: 21040
Re: Scripting time in real-time seconds
add a line to the script (before the function so it gets done on startup) that disables the timer
something like:
works i believe (where "timer_1" is the ID of the timer you are using)
something like:
Code: Select all
timer_1.timer:stop()