I know I can do this inside the monster-definition. But what I want to do is to have a monster that behaves like a normal monster and at a certain moment it starts to go to a certain point of the map. So I think I have to add this behaviour during the game to the brain. Or something like that. BTW ...
Is there a way to alter during the game a monsters brain behaviour? I tried this but all I got was "attemped to call method 'goTo' (a nil value)" : ghost_1.brain:onThink(self:goTo("dungeon_floor_1")) Yes, it is very moddable. I am doing extensively in my mod. First though, it's ...
Specifically, for ceiling textures that have variants, the 4 numbers correspond to extra "flaps"of texture that fill the arch's gap in the walls. You only want these on walls though. if you have the flaps in open areas of ceiling you will see them hanging down and look bad. So the numbers ...
They are standard wall textures but I am not using any tile set. All of my levels are almost 100% void tiles. I have to do this because wall squares as returned by the map object are determined only when the dungeon loads (the tile has the "solid" parm set to true). It is read-only after ...
I create walls by placing invisible walls in squares and put wall textures in front of them. Are these walls using the existing wall textures, or are they new/original wall art used as dungeon walls? [ie. Something that would normally require a new tile set.] What I am not understanding is the need...
I am bringing this thread back to life. It was stated in it that few people are still modding this game. Based on posts and monitoring of the forums recently, I beg to differ. People are still modding, me included. I think this game is far from dead. I'd love to see an expansion of some sort or even...
I don't think a Grimrock 3 is coming guys. I am going leave it at that. Grimrock 2 is it. And unless AH wants to take time out and do an expansion or at least another patch for it, what we got now is all we will ever get.