Search found 17 matches

by Stevedog
Mon Nov 05, 2012 10:17 pm
Forum: Modding
Topic: Spawn random items from a list?
Replies: 15
Views: 17974

Re: Spawn random items from a list?

Thank you everyone. Especially to Batty for pointing out the obvious solution with the second example. That was originally what I was planning to do but completely forgot about it when I implemented the item array.

Oh I got Antti and Petri both in here, Score!
by Stevedog
Mon Nov 05, 2012 4:38 am
Forum: Modding
Topic: Spawn random items from a list?
Replies: 15
Views: 17974

Re: Spawn random items from a list?

Okay, one more thing. I'm using this format: stuff = {"throwing_axe", "long_sword", "pitroot_bread", "leather_boots", "lurker_hood"} spawn(stuff[math.random(1, #stuff)], level, x, y, facing) and I'm wondering if there is a way to put a blank or nothi...
by Stevedog
Thu Oct 18, 2012 11:13 pm
Forum: Modding
Topic: Firearms- Guns
Replies: 11
Views: 17394

Re: Firearms- Guns

The gunpowder in my dungeon is made by sulfur, coal and saltpeter, so it's relatively hard to make it. I'll also try to make enhanced bullets, like the arrows and quarrels. I like the way you're thinking! It would be nice to make it all fit in the native Grimrock motif. Sulpher, for example, could ...
by Stevedog
Wed Oct 17, 2012 8:55 pm
Forum: Modding
Topic: Firearms- Guns
Replies: 11
Views: 17394

Re: Firearms- Guns

I was toying with the idea of muskets and a blunderbuss. They would be very powerful but have a longer cooldown time due to manual loading. I still need to figure out how to best handle ammo and powder. I'm thinking a sack with powder items in it, then a loading kit that act like the mortar and pest...
by Stevedog
Wed Oct 17, 2012 8:01 pm
Forum: Modding
Topic: Holding Cells (level 2) teleporters
Replies: 18
Views: 14170

Re: Holding Cells (level 2) teleporters

Why not just drop the timer? I have never used LUA before last week but it works like some other languages I've used then the transporter walk can be done through script sequencing alone. I know that the syntax here will be wrong but the concept is the same. On buttonPress () Local doOnce = 1 Spawn(...
by Stevedog
Tue Oct 16, 2012 10:06 pm
Forum: Modding
Topic: Holding Cells (level 2) teleporters
Replies: 18
Views: 14170

Re: Holding Cells (level 2) teleporters

I doubt anyone would notice an overall half second delay. You would be hard pressed to even turn around and look at the transporters in that time.
by Stevedog
Tue Oct 16, 2012 5:53 pm
Forum: Modding
Topic: Holding Cells (level 2) teleporters
Replies: 18
Views: 14170

Re: Holding Cells (level 2) teleporters

Well, there goes "Original Idea" number 27.

I have come up with lots of good ideas about fun things to try in the editor and then I came here and found most of them already in the Useful Scripts Repository. You guys are just too fast!
by Stevedog
Tue Oct 16, 2012 1:54 pm
Forum: Modding
Topic: Save Games and Variables guide updated
Replies: 4
Views: 3919

Re: Save Games and Variables guide updated

Thanks!

I love my variables.
by Stevedog
Tue Oct 16, 2012 12:56 am
Forum: Modding
Topic: Holding Cells (level 2) teleporters
Replies: 18
Views: 14170

Re: Holding Cells (level 2) teleporters

How about "walking" the real transporter thrugh the cells? Have the fake transporters show the whole time but the real transporter just hits one cell at a time in sequence 0.1 seconds apart.
by Stevedog
Tue Oct 16, 2012 12:34 am
Forum: Modding
Topic: Holding Cells (level 2) teleporters
Replies: 18
Views: 14170

Re: Holding Cells (level 2) teleporters

Oops! Did I just give away your big secret?

On a quasi related note, is it possible to have a teleporter send you to the exact same spot you are in so that essentially you are held where you are until the teleporter is turned off?