Is creating a completly new spell possible ?

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
Blichew
Posts: 157
Joined: Thu Sep 27, 2012 12:39 am

Re: Is creating a completly new spell possible ?

Post by Blichew »

That doesn't seem to be working either:
(had to override meshName with snail's because otherwise editor won't even start)
SpoilerShow

Code: Select all

cloneObject{
	name = "ranger_snail",
	baseObject = "skeleton_archer", --clone of a snail
	model = "assets/models/monsters/snail.fbx",
	meshName = "snail_mesh",
	animations = {
		idle = "assets/animations/monsters/snail/snail_idle.fbx",
		moveForward = "assets/animations/monsters/snail/snail_walk.fbx",
		turnLeft = "assets/animations/monsters/snail/snail_turn_left.fbx",
		turnRight = "assets/animations/monsters/snail/snail_turn_right.fbx",
		attack = "assets/animations/monsters/snail/snail_attack.fbx",
		getHitFrontLeft = "assets/animations/monsters/snail/snail_get_hit_front_left.fbx",
		getHitFrontRight = "assets/animations/monsters/snail/snail_get_hit_front_right.fbx",
		getHitBack = "assets/animations/monsters/snail/snail_get_hit_back.fbx",
		getHitLeft = "assets/animations/monsters/snail/snail_get_hit_left.fbx",
		getHitRight = "assets/animations/monsters/snail/snail_get_hit_right.fbx",
		fall = "assets/animations/monsters/snail/snail_get_hit_front_left.fbx",
	},
}
User avatar
Neikun
Posts: 2457
Joined: Thu Sep 13, 2012 1:06 pm
Location: New Brunswick, Canada
Contact:

Re: Is creating a completly new spell possible ?

Post by Neikun »

No luck in defining?
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
  • Message me to join in!
Post Reply