Search found 98 matches
- Thu Oct 18, 2012 12:22 am
- Forum: Modding
- Topic: Holding Cells (level 2) teleporters
- Replies: 18
- Views: 14140
Re: Holding Cells (level 2) teleporters
I tried something like that before but it apparently works "too" fast because nothing gets teleported, the teleporter is turned off before any time passes so it doesn't have any effect I would imagine thats because each script is processed in its entirety before the code that is triggered...
- Mon Oct 15, 2012 5:48 pm
- Forum: Modding
- Topic: Any means to access inventory?
- Replies: 6
- Views: 4945
Re: Any means to access inventory?
http://www.grimrock.net/modding/scripting-reference/
and scroll down to the last few entries in Champion section
and scroll down to the last few entries in Champion section
- Sun Oct 14, 2012 3:23 pm
- Forum: Modding
- Topic: Teleporter Issues
- Replies: 4
- Views: 4419
Re: Teleporter Issues
I have used this in a dungeon and it works - however, what i didn't write is that at the 'landing' site is a hidden pressure plate which i used to destroy the teleporter after its work is done. (I also had a teleport counter that made sure each was unique, just to be sure) You are probably running i...
- Sun Oct 14, 2012 1:32 am
- Forum: Modding
- Topic: Teleporter Issues
- Replies: 4
- Views: 4419
Re: Teleporter Issues
Create the object first
Then activate it.
Then activate it.
Code: Select all
Teleporter = spawn("teleporter", party.level, party.x, party.y, party.facing, "teleporter_1")
Teleporter:setInvisible(true)
Teleporter:setTriggeredByParty(true)
Teleporter:setTeleportTarget(15, 15, 0, 1)
Teleporter:activate()
- Fri Oct 12, 2012 12:47 pm
- Forum: Modding
- Topic: Grimrock-Script "Wait"
- Replies: 10
- Views: 8124
Re: Grimrock-Script "Wait"
If you are wanting to have a timer start on one level and when it runs out, close a door (or something) on another level, then you could try the following. Start timer on level 1 - This timer has a 1 second interval and links to a counter - set the action to increment the counter. when they appear o...
- Thu Oct 11, 2012 6:20 pm
- Forum: Modding
- Topic: EDITING CHALLENGE (WINNER: MONTIS)
- Replies: 63
- Views: 62862
Re: EDITING CHALLENGE (WINNER: MONTIS)
Congratulations Montis!
- Thu Oct 11, 2012 3:05 pm
- Forum: Modding
- Topic: Kill monster when timer reaches 0
- Replies: 7
- Views: 6208
Re: Kill monster when timer reaches 0
If you name your creatures specifically. ie room_mob_1 & room_mob_2 you can use findEntity(id) to find them and then kill them with damageTile(level, x, y, direction, flags, damageType, power) so you have the counter, which connects to the script. The script then looks for the entities and if fo...
- Thu Oct 11, 2012 10:09 am
- Forum: Modding
- Topic: GrimWiki User Registration
- Replies: 34
- Views: 160856
Re: GrimWiki User Registration
I would like an account please.
- Sun Oct 07, 2012 8:32 pm
- Forum: Modding
- Topic: [Challenge Dungeon] Cubarama
- Replies: 2
- Views: 3843
Re: [Challenge Dungeon] Cubarama
v1.01 uploaded
Fixed starting position
Fixed Save Bug
Please let me know what you think!
Fixed starting position
Fixed Save Bug
Please let me know what you think!
- Sun Oct 07, 2012 3:43 pm
- Forum: Modding
- Topic: EDITING CHALLENGE (WINNER: MONTIS)
- Replies: 63
- Views: 62862
Re: EDITING CHALLENGE - (Voting now from Oct 4th - 18th)
I have updated my mod on both Steam and Nexus. The problem lay in the use of a variable to hold and object that was not set to local within a function, therefore I think it was trying to save it and of course its effectively an array of objects which broke it. Not sure why this didn't show when i te...