Search found 56 matches
- Sat Nov 15, 2014 5:48 am
- Forum: Custom Dungeons
- Topic: [WIP] Treasures of Tarmin (feedback pre-release)
- Replies: 6
- Views: 11498
Re: Treasures of Tarmin (Sample Puzzle)
First time I played I quickly read the text because I thought it was just flavor text for the dungeon. When I jumped down and didn't see any visual cues, I restarted the level reread the message more carefully. I was looking to see if the sentences started with R, G, or B so I could put the colors i...
- Fri Oct 31, 2014 6:58 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3190153
Re: Ask a simple question, get a simple answer
invisible_wall
there's also invisible_rocky_wall but I haven't played with that yet.
there's also invisible_rocky_wall but I haven't played with that yet.
- Fri Oct 31, 2014 1:10 am
- Forum: Mod Creation
- Topic: Running in to a few problems.
- Replies: 8
- Views: 7926
Re: Running in to a few problems.
They're called floor_trigger now.
- Fri Oct 31, 2014 1:09 am
- Forum: Mod Creation
- Topic: Fading Light
- Replies: 2
- Views: 3830
- Fri Oct 31, 2014 12:28 am
- Forum: Mod Creation
- Topic: Running in to a few problems.
- Replies: 8
- Views: 7926
Re: Running in to a few problems.
Items carry over through dungeon editor game previews. Torches also won't burn out. Press 'H' to heal your party in the dungeon tester. Press 'T' to teleport them to a tile. Press 'F1' to turn on and off collision detection 'Press 'Y' to choose a new starting location. Close your dungeon and reopen ...
- Thu Oct 30, 2014 10:21 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3190153
Re: Ask a simple question, get a simple answer
Neither. I want to add something to the map that allows players to pass through these pesky invisible walls created by mixing terrain. Then I have the exact opposite problem you have. I wish my wall entities had collision. Also, to answer your question, I don't think so. Couldn't you just place an ...
- Thu Oct 30, 2014 9:02 am
- Forum: Mod Creation
- Topic: [Solved]New Altar Object
- Replies: 3
- Views: 4631
Re: New Altar Object
What about adding:
baseObject = "altar"
baseObject = "altar"
- Thu Oct 30, 2014 5:31 am
- Forum: Mod Creation
- Topic: How can I make the Beach puzzle statue start with a rapier?
- Replies: 7
- Views: 7244
Re: How can I make the Beach puzzle statue start with a rapi
Code: Select all
beach_puzzle_statue_2.socket:addItem(spawn("rapier").item);
- Thu Oct 30, 2014 2:46 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3190153
Re: Ask a simple question, get a simple answer
You can build pretty extensive 3d indoor environments using secret doors, floor entities, and invisible platforms. I've been mostly playing with the dungeon environment so my experience is with that. The dungeon secret doors are better than the dungeon wall entities because you get to see the model ...
- Wed Oct 29, 2014 9:21 pm
- Forum: Mod Creation
- Topic: ~Advanced Scripting and Editor Help
- Replies: 38
- Views: 44224
Re: ~Advanced Scripting and Editor Help
Is there any way of finding out what the gfxIndex numbers are for the keys? I see JW used 30 for his tome...I need to clone keys. Cheers. Another great solution from John Wordsworth: Spawn the item whose gfxindex you want to see and print it to the console: print(spawn("tome_wisdom").item...