Search found 21 matches

by davehca
Wed Oct 03, 2012 10:14 pm
Forum: Modding
Topic: Release Candidate 1 (version 1.3.0) is out!
Replies: 47
Views: 29943

Re: Release Candidate 1 (version 1.3.0) is out!

petri wrote:Yep, the main dungeon was built long ago, before the dungeon editor era...
I suppose one could re-create the main dungeon using the modding tools. :) If that would be OK, copyright wise?
by davehca
Tue Oct 02, 2012 4:26 pm
Forum: Modding
Topic: EDITOR Feature Requests (not bugs!)
Replies: 317
Views: 322047

Re: EDITOR Feature Requests (not bugs!)

Komag wrote:OOPS! I was deleting and fixing the triple quote quote quote thing and mixed up the names, I meant davehca!
Looks like I was "mix" quoted. ;)
by davehca
Tue Oct 02, 2012 4:21 pm
Forum: Modding
Topic: EDITOR Feature Requests (not bugs!)
Replies: 317
Views: 322047

Re: EDITOR Feature Requests (not bugs!)

Request: add hook onClick({no idea about parameters thou}) for every placeable object. (Unless it is possible to cloneObject a wall button that can be hidden - but still clickable - behind a wall or decoration, i.e. daemon_head) Placing a daemon head on a wall along with a wall button does hide it ...
by davehca
Tue Oct 02, 2012 1:26 am
Forum: Modding
Topic: EDITOR Feature Requests (not bugs!)
Replies: 317
Views: 322047

Re: EDITOR Feature Requests (not bugs!)

I touched on this a while ago with height parameters for wall buttons. I would like to expand my request to height options for all wall placement objects. I have this crazy idea of making a bookshelf, or a high shelf out of prison benches. Do we know if height parameters for buttons will be added? ...
by davehca
Mon Oct 01, 2012 4:30 am
Forum: Modding
Topic: how to "action" when monster dies.
Replies: 49
Views: 70567

Re: how to "action" when monster dies.

I was able to get a monster's death to open a door using the following: cloneObject { name = "snail2", baseObject = "snail", onDie = function(self) dungeon_door_iron_1:open() end, } If it returns "false" then when the monster "dies" it doesn't really, but the ...
by davehca
Sat Sep 29, 2012 3:01 pm
Forum: Modding
Topic: Need help with testing the main game!
Replies: 47
Views: 33211

Re: Need help with testing the main game!

Komag wrote:sounds like it might be the scroll bug - see if it crashes when you mouse-over a scroll in your inventory
Yeah that's it. Soon as the mouse touches a scroll.
by davehca
Sat Sep 29, 2012 9:50 am
Forum: Modding
Topic: Need help with testing the main game!
Replies: 47
Views: 33211

Re: Need help with testing the main game!

Legend of Grimrock scenario is crashing frequently on me now and is virtually unplayable. Was just fine a couple of days ago. Running a game with four mages. Not sure of the exact circumstances, but it seems to occur when interacting with the Champions' inventory screens, or when its open. Two error...
by davehca
Tue Sep 25, 2012 7:29 am
Forum: Modding
Topic: EDITOR Feature Requests (not bugs!)
Replies: 317
Views: 322047

Re: EDITOR Feature Requests (not bugs!)

Wall text displaying the actual text so not to have to click on to be able to read. Party:getLevel() to get the floor level of the party. (I think this was requested before but I couldn't find it) Invisible pits/"weak" or fake floors To be able to replace a Prop object on the Map editor wi...
by davehca
Tue Sep 25, 2012 7:07 am
Forum: Modding
Topic: Activating the console
Replies: 4
Views: 6593

Re: Activating the console

While running Preview, you must press the "~" (tilde) key to open the console. Press again to close it.
by davehca
Sun Sep 23, 2012 5:24 am
Forum: Modding
Topic: EDITOR Feature Requests (not bugs!)
Replies: 317
Views: 322047

Re: EDITOR Feature Requests (not bugs!)

For a count down timer, can't you just set a negative number as the initial value, then count up to zero. what would be the difference from using the same value in positive and counting down to zero? Putting in a negative value for the Interval causes the timer upon being activated to trigger event...