I suppose one could re-create the main dungeon using the modding tools. If that would be OK, copyright wise?petri wrote:Yep, the main dungeon was built long ago, before the dungeon editor era...
Search found 21 matches
- 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!
- 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!)
Looks like I was "mix" quoted.Komag wrote:OOPS! I was deleting and fixing the triple quote quote quote thing and mixed up the names, I meant 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 ...
- 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? ...
- 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 ...
- 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!
Yeah that's it. Soon as the mouse touches a scroll.Komag wrote:sounds like it might be the scroll bug - see if it crashes when you mouse-over a scroll in your inventory
- 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...
- 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...
- 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.
- 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...