Search found 539 matches

by Leki
Thu Mar 16, 2017 11:51 pm
Forum: Mod Creation
Topic: Leki - [Attentat 1942]
Replies: 7
Views: 12997

Leki - [Attentat 1942]

Hi guys, I know, it's not LoG II mod or asset pack, but I worked on this project for a long time and I just wanna share it with you :roll: It's a World War II game through the eyes of survivors and it's on Steam Greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=875246568 http://www....
by Leki
Mon Jul 20, 2015 8:46 pm
Forum: Mod Creation
Topic: [TOOL] EDI TOOLS
Replies: 11
Views: 16874

Re: [TOOL] EDI TOOLS

Well, I used some undocumented methods and the result is that what works in one project, does not work in another. But I can share basic ideas and some scripts so people can try to play with it :-)
by Leki
Thu Jun 11, 2015 8:28 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3901
Views: 3029292

Re: Ask a simple question, get a simple answer

@Leki: a simple way to attach a weapon like a sword to a monster's hand is to use the parentNode property. This way you don't need to animate the weapon at all. Yes, sword is fine, axe and morning star as well, but I have armoured body parts, bow etc and they have more komplex skin and parent node ...
by Leki
Wed Jun 10, 2015 10:14 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3901
Views: 3029292

Re: Ask a simple question, get a simple answer

Sorry, that shorthand was confusing. If your other animation component is named "goat", it would be: onAnimationEvent = function(self,event) if event:find("anim2play_") then self.go.goat:play(event:sub(11)) end end, Cool, so the answer is: propper syntax is just: self.go. compon...
by Leki
Wed Jun 10, 2015 9:49 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3901
Views: 3029292

Re: Ask a simple question, get a simple answer

Ah. Yes, I'm afraid you will have to do something like that. Adding animation events to the beginning of your first model's animations and using the first AnimationComponent's onAnimationEvent hook is probably easier than using onBeginAction, since then you will easily catch when the monster falls ...
by Leki
Wed Jun 10, 2015 7:50 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3901
Views: 3029292

Re: Ask a simple question, get a simple answer

Use two AnimationComponents with different names, one AnimationComponent for each model you need to animate. If you try to add two components with the same name then the second one will overwrite the first. Sure, I described it in short way - the problem is that "Monster" logic uses only ...
by Leki
Wed Jun 10, 2015 7:12 pm
Forum: Mod Creation
Topic: Before I get started as a modder, is this possible?
Replies: 7
Views: 5540

Re: Before I get started as a modder, is this possible?

Long story: Actually you can use console commands to load custom scripts directly into main game, or tr to use Config or Console to store there some additive functionality or mod main dat file (one way is to change the path in config of the map editor to open main campaign file there - another is t...
by Leki
Wed Jun 10, 2015 6:49 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3901
Views: 3029292

Re: Ask a simple question, get a simple answer

It's like the simplest question that's been posted so far. AnimationComponent has a "model" field that specifies the name of the ModelComponent to animate. m8, please... I have to be more specific as I see. Here is the situation: monster has model component (without name definition - it's...
by Leki
Wed Jun 10, 2015 1:06 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3901
Views: 3029292

Re: Ask a simple question, get a simple answer

Guys... I'm not sure if this is a simple question... Let me say, in object definition I have smth like: onBeginAction = function(self) self.go.animation:play("activate") end But what if I have more model components (main is without name, rest has defined smth like name = "part_a"...
by Leki
Wed Jun 10, 2015 12:44 pm
Forum: Mod Creation
Topic: Before I get started as a modder, is this possible?
Replies: 7
Views: 5540

Re: Before I get started as a modder, is this possible?

Short story: Yes it's possible. Long story: Actually you can use console commands to load custom scripts directly into main game, or tr to use Config or Console to store there some additive functionality or mod main dat file (one way is to change the path in config of the map editor to open main ca...

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