Search found 98 matches

by Shroom
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...
by Shroom
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 :)
by Shroom
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...
by Shroom
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.

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()
by Shroom
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...
by Shroom
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!
by Shroom
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...
by Shroom
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.
by Shroom
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!
by Shroom
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...