Search found 509 matches

by Batty
Fri Feb 06, 2015 6:21 pm
Forum: Mod Creation
Topic: initial settings unusual issue
Replies: 6
Views: 6811

Re: initial settings unusual issue

minimalSaveState Objects defined as having "minimalSaveState" will have only minimal properties saved: their name, id, x, y, elevation, and facing. minimalSaveState should be used on objects such as walls and floors that won't change during gameplay. If you are changing the object in any ...
by Batty
Fri Feb 06, 2015 6:12 pm
Forum: Mod Creation
Topic: Wall Sets LOG 1 Ported over to LOG 2
Replies: 80
Views: 70795

Re: Wall Sets LOG 1 Ported over to LOG 2

right, try this then: sx_swingdoor_clickable_5.controller:open() sx_swingdoor_clickable_5.controller:close() sx_swingdoor_clickable_5.controller:toggle() Do not use the Door class & do not use "initial state" in the inspector, this isn't an ordinary door. Look at the object's definitio...
by Batty
Fri Feb 06, 2015 4:09 pm
Forum: Mod Creation
Topic: Wall Sets LOG 1 Ported over to LOG 2
Replies: 80
Views: 70795

Re: Wall Sets LOG 1 Ported over to LOG 2

- sx_swingdoor_clickable has animation problem on initial state, if u set them open they seems closed, even if u can go trough them; if u close them hey disappear to start closing animation - another issue with swingdoor is that i can close them via script but cannot open ("trying to compare n...
by Batty
Tue Feb 03, 2015 2:28 am
Forum: Grimrock 2 Discussion
Topic: Lack of news / Tributes
Replies: 56
Views: 65559

Re: Lack of news

No no no...thematically it's all Pole Position and the plot was clearly inspired by Make Trax. The artwork? Nice, but unfortunately all lifted from Battlezone.
by Batty
Mon Feb 02, 2015 5:05 pm
Forum: Mod Creation
Topic: [Solved] Warning saving: "game object property not saved"
Replies: 6
Views: 6737

Re: [Solved] Warning saving: "game object property not saved

self.done is a bit of a trick. You can create variables dynamically on the proxy-object, and i use it here to make sure the event only fires once, not for each party-member. Beware though, anything you create like this IS NOT SAVED IN A SAVEGAME . So only use it for temporary storage, where it does...
by Batty
Tue Jan 27, 2015 2:41 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3955
Views: 3189269

Re: Ask a simple question, get a simple answer

So probably this is the solution.... :?: ummm...no, the problem is b = party.party so, for reasons previously illustrated you could do: local b = party.party but I would just do: function tomebertolucci() spawn("tome_water", party.level, party.x, party.y, party.facing, party.elevation, ni...
by Batty
Mon Jan 26, 2015 2:12 am
Forum: Mod Creation
Topic: Winter is coming
Replies: 42
Views: 38775

Re: Winter is coming

is there a trick to dling this, all the link gives me is a huge page of: Rar!�ϐs�� �������v�t��9�dC��dC��12��[�9F0� ���Winter Is Coming.dat���}GRA2$����������������������w�^�e��F��j������I�������������������<�����������_�)��L��|X�����d;�`#����������������#��X����������12u�R$�� ��� ������a0r&����...
by Batty
Sat Jan 24, 2015 5:48 am
Forum: Custom Dungeons
Topic: My reviews of Grimrock 2 Custom Dungeons
Replies: 36
Views: 49540

Re: My reviews of Grimrock 2 Custom Dungeons

coreystinson wrote:some other older CRPG
You actually don't know?
by Batty
Thu Jan 22, 2015 12:35 am
Forum: Mod Creation
Topic: Lindworm Issues
Replies: 6
Views: 7579

Re: Lindworm Issues

I am guessing you would have to define a new monster with the Lindworm model & animations you want but with a custom brain not the LindwormBrain.
by Batty
Sun Jan 18, 2015 8:04 pm
Forum: Mod Creation
Topic: Dungeon Editor locked up
Replies: 15
Views: 13054

Re: Dungeon Editor locked up

If it is a bad character in an ID then press CTRL-F and you can examine all the entity IDs.

Other than that, start removing entities one-by-one starting with the last one you placed, i.e. slowly undo the latest changes you made until preview works.