Search found 14 matches

by sirK2005
Sun Oct 14, 2012 7:59 am
Forum: Modding
Topic: Teleporter Issues
Replies: 4
Views: 4282

Re: Teleporter Issues

@Shroom: Yeah, I tried something like that already, but sadly Teleporter = spawn("teleporter", party.level, party.x, party.y, party.facing, "teleporter_1") already spawns the actual telelporter for me within the level, since the teleporter does not start in a deactivated state. @...
by sirK2005
Sun Oct 14, 2012 12:35 am
Forum: Modding
Topic: Teleporter Issues
Replies: 4
Views: 4282

Teleporter Issues

Hi, I have crossed upon yet another problem. I have created an item that, on use, leads to the spawning of a teleporter at exactly the point where the party is standing. Not always, but sometimes, the game crashes on me. This is my code for teleporter creation: spawn("teleporter", party.le...
by sirK2005
Sat Oct 13, 2012 8:48 pm
Forum: Modding
Topic: Getting all Items out of allEntities(level)
Replies: 8
Views: 6144

Re: Getting all Items out of allEntities(level)

Ok, let's sum that up: If you want to check the type of entity, you have to do it by using name-property. You have to list all entities to table and check if entity names is in that table. Phew, I have feared for something like this. And already started to write code doing that. But here comes the g...
by sirK2005
Sat Oct 13, 2012 3:25 pm
Forum: Modding
Topic: Getting all Items out of allEntities(level)
Replies: 8
Views: 6144

Re: Getting all Items out of allEntities(level)

Ah ok, I just compared my code with yours and the differnce is the following: I check: i.class == "Item" and you check i.class == Item I thought the class attribute is of type string and thus contains a string to compare but I was obviously wrong. Item appears to be a sort of object. Well ...
by sirK2005
Sat Oct 13, 2012 12:47 pm
Forum: Modding
Topic: Getting all Items out of allEntities(level)
Replies: 8
Views: 6144

Re: Getting all Items out of allEntities(level)

Well, I may be wrong but testing around with i within the loop makes me pretty sure that i is the actual entitiy, since for i in allEntities(2) do print(i.id) i.destroy() end will write down the id of each element on level2 and then destroy everything leaving behind an empty level, despite the walls...
by sirK2005
Sat Oct 13, 2012 12:22 pm
Forum: Modding
Topic: Getting all Items out of allEntities(level)
Replies: 8
Views: 6144

Getting all Items out of allEntities(level)

Hi folks, another problem I#ve stumpled upon. I want an iterator for all Items on a given level. So I thought I could simply use the allEntities() function and test for Items in there. I did something like: for i in allEntities(2) do if i.class == "Item" then i:destroy() end end Sadly I ha...
by sirK2005
Fri Oct 12, 2012 1:36 pm
Forum: Modding
Topic: Changing Item description by looking at it
Replies: 5
Views: 3752

Re: Changing Item description by looking at it

Yes, that was my idea too. I basically created a scroll (and used the compass model) whichs scrollText is updated every second by a timer.
by sirK2005
Fri Oct 12, 2012 1:27 pm
Forum: Modding
Topic: Grimrock-Script "Wait"
Replies: 10
Views: 7845

Re: Grimrock-Script "Wait"

I have basically implemented Shrooms Idea know. It works. Though it's a bit nerve consuming always creating a plate when entering a knew level to set everything up. ;)

Thanks
by sirK2005
Fri Oct 12, 2012 11:15 am
Forum: Modding
Topic: Grimrock-Script "Wait"
Replies: 10
Views: 7845

Grimrock-Script "Wait"

Hi folks, is there a command for a function to wait a couple of seconds without using a timer? In some ways I want to create my own timer, just scripted. Because I have a problem with timers on different levels beeing slower than normal and thus want to test if a "scripted timer" behaves n...
by sirK2005
Fri Oct 12, 2012 11:11 am
Forum: Modding
Topic: Changing Item description by looking at it
Replies: 5
Views: 3752

Re: Changing Item description by looking at it

Hi,

I am not quite sure to which part of the code you are referring.
Are you proposing another way of creating a clock?