Search found 15 matches
- Thu Oct 09, 2014 11:03 pm
- Forum: Support and Tech Discussion
- Topic: Compatibility test
- Replies: 19
- Views: 23461
Re: Compatibility test
The test runs perfectly fine for me as well, also, I don't know how relevant it is, but I have managed to squeeze up to 85 fps with Vsync disabled on a gtx 560 ti on the highest settings, hopefully the full game will not go below 60 fps too often. Just like cromcrom has already said, the music is aw...
- Mon Apr 14, 2014 9:34 am
- Forum: Modding
- Topic: [DONE] Grimrock Model Tookit
- Replies: 738
- Views: 650577
Re: [DONE] Grimrock Model Tookit
Hi John, I am having a problem with the GMT that I have never experienced before today, I just can't seem to be able to display textures in the viewport anymore and I haven't changed anything since the last time I used the program, it is all setup in the right way with all the paths leading to the c...
- Sat Oct 13, 2012 11:24 am
- Forum: Modding
- Topic: As usual i can't get how to do the simplest things :D
- Replies: 10
- Views: 9023
Re: As usual i can't get how to do the simplest things :D
tried that too and it won't work :P I also noticed thet you missed an end for the function, try this: function killateleport() if dungeon_pressure_plate_10:isDown() then Teleporter_21:destroy() Teleporter_24:destroy() Teleporter_23:destroy() Teleporter_26:destroy() Teleporter_25:destroy() Teleporte...
- Sat Oct 13, 2012 11:16 am
- Forum: Modding
- Topic: As usual i can't get how to do the simplest things :D
- Replies: 10
- Views: 9023
Re: As usual i can't get how to do the simplest things :D
I guess there are too many parentheses in there, you only need one couple per destroy.
- Sat Oct 13, 2012 4:03 am
- Forum: Modding
- Topic: Useful scripts repository
- Replies: 105
- Views: 254726
Re: Useful scripts repository
Combination lock with buttons First: spawn some buttons and connect them via script (this save lots of connections in the map view). Second: create a function with the argument (sender). Every if statement covers one possibility, so if there are three buttons then there will be three possibilities ...
- Sat Oct 13, 2012 1:12 am
- Forum: Modding
- Topic: [Help] Scripting a combination lock with buttons.
- Replies: 14
- Views: 18950
Re: [Help] Scripting a combination lock with buttons.
Oh thanks! I always like to experiment and find different solutions in scripting.
- Fri Oct 12, 2012 2:39 pm
- Forum: Modding
- Topic: [Help] Scripting a combination lock with buttons.
- Replies: 14
- Views: 18950
Re: [Help] Scripting a combination lock with buttons.
Ok then, it may look cumbersome and can get worse but it serves its purpose: Firstly you have to spawn some buttons and connect them via script (this save lots of connections in the map view). Secondly you have to create a function with the argument (sender) and then start the clever part. Every if ...
- Fri Oct 12, 2012 12:21 pm
- Forum: Modding
- Topic: [Help] Scripting a combination lock with buttons.
- Replies: 14
- Views: 18950
Re: [Help] Scripting a combination lock with buttons.
A relatively simple way to do it, should be to have a counter for each button and a script to check the values of the counters. Each time a button is pressed its associated counter would be incremented and the script would check the values... if all counters had their respective correct values the ...
- Fri Oct 12, 2012 10:22 am
- Forum: Modding
- Topic: [Help] Scripting a combination lock with buttons.
- Replies: 14
- Views: 18950
Re: [Help] Scripting a combination lock with buttons.
I have found a way to do it, it is a little laborious but it works.
I am not completely sure if this is already been done, if not let me know and I will write the process and show a little example with three buttons as a starting point.
I am not completely sure if this is already been done, if not let me know and I will write the process and show a little example with three buttons as a starting point.
- Thu Oct 11, 2012 11:14 am
- Forum: Modding
- Topic: Dungeon Test
- Replies: 16
- Views: 12074
Re: Dungeon Test
Yes I did, multiple times to be honest... And to be really sure I retested it a few minutes ago and it works as it should.Komag wrote:did you test it in the regular game after exporting your map? sometimes things work slightly differently in the editor.