Search found 464 matches
- Fri Dec 04, 2015 10:51 pm
- Forum: Mod Creation
- Topic: Extending GameMode-object + getHours() and getMinutes()
- Replies: 7
- Views: 14802
Re: Extending GameMode-object + getHours() and getMinutes()
Obviously I was mistaken. I didn't know at that time that the game objects do persists inside of a game session, if you don't close the game entirely. So It's NOT SAVE GAME COMPATIBLE, don't use it, put those methods to a some other object instead.
- Thu Aug 06, 2015 9:39 pm
- Forum: Mod Creation
- Topic: [Open / Signup] One Room Round Robin 3 - Calling All Modders
- Replies: 743
- Views: 730652
Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
Thanks for the support John, I really hope that ORRR3 will be amazing, and I'm sure it will be, and I really appreciate this modding community and this game, one of the best games ever made. There is so much that can be done with modding in this game that it is almost overwhelming (Until you run in ...
- Thu Aug 06, 2015 9:09 pm
- Forum: Mod Creation
- Topic: [Open / Signup] One Room Round Robin 3 - Calling All Modders
- Replies: 743
- Views: 730652
Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
Hi guys, I'm sorry but I'm pretty sure that I can't make this room, I just have too much work and family issues atm. so I can't even think about programming/computers on my free time nowadays. I'm sorry, but this is the situation. I would really like to participate, but my motivation is way too low ...
- Wed May 13, 2015 8:54 pm
- Forum: Mod Creation
- Topic: [Open / Signup] One Room Round Robin 3 - Calling All Modders
- Replies: 743
- Views: 730652
Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
Hey, come on, of course I don't mind, I'm just glad if someone is actually using it.
- Wed May 13, 2015 8:17 pm
- Forum: Mod Creation
- Topic: [Open / Signup] One Room Round Robin 3 - Calling All Modders
- Replies: 743
- Views: 730652
Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
I would like to sign up too, since I will never find the time to make a good complete dungeon anyway. So I would like to do the room number 9, I don't have any great ideas atm. but hopefully I do in the future.
- Wed May 13, 2015 7:55 pm
- Forum: Mod Creation
- Topic: Cooldowns on Spell Casting
- Replies: 5
- Views: 6969
Re: Cooldowns on Spell Casting
Nice one minmay, updated to here https://github.com/JKos/log2doc/wiki/Asset-Definitions
I think that minmay should get some kind of award for his help to the community, you know all the answers even it's not documented, maybe AH should hire him
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I think that minmay should get some kind of award for his help to the community, you know all the answers even it's not documented, maybe AH should hire him

- Tue Apr 28, 2015 11:11 pm
- Forum: Mod Creation
- Topic: Paid Mods on Steam Workshop - A Discussion
- Replies: 72
- Views: 74848
Re: Paid Mods on Steam Workshop - A Discussion
I'm also glad that this idea didn't fly. But in other hand some of the mods are so good and well crafted that the modders should be justified to get some reward from their hard work. And there is some good examples where this has happened, for example my all time favourite game: Mount & Blade Wa...
- Sun Apr 12, 2015 9:04 pm
- Forum: Mod Creation
- Topic: boring times - not enough memory
- Replies: 25
- Views: 23744
Re: boring times - not enough memory
It's really hard to guess what's wrong without seeing the sources. But one possible cause could be some recursive or looping script which stores something in memory. And 105 levels is a lot, the original dungeon has 34 levels, so maybe you just have too much stuff(objects) in your dungeon. Here is a...
- Fri Mar 27, 2015 8:06 pm
- Forum: Mod Creation
- Topic: Hook framework (a.k.a LoG Framework 2)
- Replies: 42
- Views: 52928
Re: Hook framework (a.k.a LoG Framework 2)
Cloning is not the problem, I tested the exact code you pasted here and it seems to work fine. Maybe you have understood the function of the framework incorrectly. This: fw.script:set('floor_fw_trigger@floorttrigger.Vallee des Anciens.onActivate',function(hook,self) print("ok") end) Adds t...
- Fri Mar 27, 2015 6:53 pm
- Forum: Mod Creation
- Topic: Hook framework (a.k.a LoG Framework 2)
- Replies: 42
- Views: 52928
Re: Hook framework (a.k.a LoG Framework 2)
Well I actually tested your code and it works for me after removing the extra t. What do you mean by:
then I put a floor_fw_trigger with "digonly" and a connected script: function battlefielddig()
then I put a floor_fw_trigger with "digonly" and a connected script: function battlefielddig()