Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
Halluinoid
Posts: 165 Joined: Tue Apr 02, 2013 7:08 pm
Contact:
Post
by Halluinoid » Mon Dec 22, 2014 4:21 pm
levers, secret buttons and floor triggers will
not open dungeon wall grating
anybody using dungeon wall grating? what can you use to trigger grating to open?
Skuggasveinn
Posts: 562 Joined: Wed Sep 26, 2012 5:28 pm
Post
by Skuggasveinn » Mon Dec 22, 2014 5:15 pm
dungeon_wall_grating is not a door (base object is base_wall_grating), and therefore doesn't respond to open/close
dungeon_door_portcullis is a door and perhaps the alternative you are looking for ?
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
Halluinoid
Posts: 165 Joined: Tue Apr 02, 2013 7:08 pm
Contact:
Post
by Halluinoid » Mon Dec 22, 2014 6:41 pm
dungeon_wall_grating is not a door in LOG2
it was in LOG1
interestingly, the grating OPENS to Z in editor2 as well
(but nothing else)
minmay
Posts: 2790 Joined: Mon Sep 23, 2013 2:24 am
Post
by minmay » Mon Dec 22, 2014 6:50 pm
You can actually open/close a dungeon wall grating with a script, just not a connector since it doesn't have a ControllerComponent:
Code: Select all
dungeon_wall_grating_1.door:open()
However, that is bad practice imo. Just use an actual portcullis door.