Search found 28 matches
- Mon Nov 18, 2013 2:41 pm
- Forum: Grimrock 2 Discussion
- Topic: New monster proposals
- Replies: 51
- Views: 59880
Re: New monster proposals
+1 for ghosts etc. This type of monster was completely absent from the first LOG. These would also kind of require either dispel magic or weapons especially made for killing ghosts.. What about an earth elemental. It could live in the walls of the dungeon, and kind-of reach and/or grow out from the ...
- Sat Sep 22, 2012 9:27 pm
- Forum: Modding
- Topic: Beta-1.2.9 now available!
- Replies: 19
- Views: 18135
Re: Beta-1.2.9 now available!
BUG in the "text" property-editor. I already talked about this in an earlier post, but now I know what causes it. SHORT: When a backslash ("\") char is typed into the text-editor, it is no longer possible to select any entity from the dungeon map view. Steps: - Create any entity ...
- Sat Sep 22, 2012 6:22 pm
- Forum: Modding
- Topic: Beta-1.2.9 now available!
- Replies: 19
- Views: 18135
Re: Beta-1.2.9 now available!
Thanks for the tip!Lilltiger wrote:cromcrom: You can also just call the script from it self and it will be executed when the game starts
Although it seems that the call to the function needs to after the function is defined:
Code: Select all
function doThis()
hudPrintf("Done")
end
doThis()
- Sat Sep 22, 2012 10:44 am
- Forum: Modding
- Topic: Beta-1.2.9 now available!
- Replies: 19
- Views: 18135
Re: Beta-1.2.9 now available!
Not sure if I should post a bug here, but I couldn't see any better place either.. Short: Differences in operation between Editor preview and Game: Script triggered from a pressure-plate won't run IN THE GAME if the party starting position is on the pressure plate. IMPORTANT: It works correctly in t...
- Thu Sep 13, 2012 6:40 pm
- Forum: Modding
- Topic: Dungeon Editor Public Beta
- Replies: 140
- Views: 110909
Re: Dungeon Editor Public Beta
I am having a strange issue with script editing: When I edit a script in the "Inspector", the inspector seems to "die". Meaning I can't select any entity from the map, until I activate some other window (For example WinAMp) and return back to the level editor. I think I didn't se...
- Wed Sep 12, 2012 9:34 pm
- Forum: Modding
- Topic: Dungeon Editor Public Beta
- Replies: 140
- Views: 110909
Re: Dungeon Editor Public Beta
You can trigger scripts using onDie and onDamage etc. hooks on the monster assets. Take a look at the following guides for more information: http://www.grimrock.net/modding/creating-custom-assets/ http://www.grimrock.net/modding/scripting-hooks/ Okay, the hooks would seem to do what I'm after. Than...
- Wed Sep 12, 2012 9:12 pm
- Forum: Modding
- Topic: Dungeon Editor Public Beta
- Replies: 140
- Views: 110909
Re: Dungeon Editor Public Beta
Some more feedback/questions.. I can see that it is possible to spawn new items through scripting; Is it possible to (selectively) destroy them? (how?) It would be wonderful, if the script function being called would get the triggering entity as parameter to the script. This would allow a single fun...
- Wed Sep 12, 2012 8:06 pm
- Forum: Modding
- Topic: Dungeon Editor Public Beta
- Replies: 140
- Views: 110909
Re: Dungeon Editor Public Beta
Here are my findings: Problems: - Can easily (and by accident) position multiple (logically non-stackable) items in same location, such as doors. - Adding items to alcoves in inspector: Can't select the item name from the drop-down list that correctly appears. - No error message if clicking play wit...