Search found 65 matches
- Sun Nov 16, 2014 7:15 pm
- Forum: Mod Creation
- Topic: Empty Healthbar within Bossfight
- Replies: 7
- Views: 6908
Re: Empty Healthbar within Bossfight
How are you triggering the fight? What connectors are you using?
- Sun Nov 16, 2014 5:55 pm
- Forum: Mod Creation
- Topic: Empty Healthbar within Bossfight
- Replies: 7
- Views: 6908
Re: Empty Healthbar within Bossfight
Did you use addMonster() before activating the fight?
- Fri Nov 14, 2014 7:16 pm
- Forum: Grimrock 2 Discussion
- Topic: Beta 2.1.18
- Replies: 131
- Views: 123125
Re: Beta 2.1.18
Wouldn't it work to make a monster-only activated invisible pressure plate at that spot that removes the blocker? Yes, but this was from an encounter where enemies would drop down from shafts repeatedly, so I'll have to make the pressure plates disable the blockers, then re-enable them when the mon...
- Fri Nov 14, 2014 4:15 am
- Forum: Mod Creation
- Topic: Future features for the Editor?
- Replies: 21
- Views: 18998
Re: Future features for the Editor?
Ctrl-F does that.QuintinStone wrote:
- Ability to bring up a tab of all objects in the world so I can select one by name rather than finding it on the map
- Thu Nov 13, 2014 3:22 pm
- Forum: Grimrock 2 Discussion
- Topic: Beta 2.1.18
- Replies: 131
- Views: 123125
Re: Beta 2.1.18
If you melee attack a monster och obstacle that's in the same square as a blocker, your attacks don't connect. You don't even get a "miss" message. How does the monster end up inside the blocker? How can we reproduce the problem here? Well, they could be placed or spawned on the blocker; ...
- Thu Nov 13, 2014 12:19 pm
- Forum: Grimrock 2 Discussion
- Topic: Beta 2.1.18
- Replies: 131
- Views: 123125
Re: Beta 2.1.18
If you melee attack a monster och obstacle that's in the same square as a blocker, your attacks don't connect. You don't even get a "miss" message.
- Wed Nov 12, 2014 6:07 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3190305
Re: Ask a simple question, get a simple answer
Hi there everybody. After looking as a crazy man in the reference list and several searchs on the forum, here we go: then kb_levers_door.door:open() kb_teleport.teleport:isDeactivated() The door opens, but the teleport isn't deactivated. the game crashes and returns me that it calls a nil value, wh...
- Wed Nov 12, 2014 1:54 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3190305
Re: Ask a simple question, get a simple answer
Today you are my personal hero, Blichew. The key is perfect. Well, if it's not one thing, it's yeah...check out my first attempt at working equipment: defineObject{ name = "gibbs_cloak", baseObject = "bear_pelt", components = { { class = "Model", model = "assets/m...
- Sun Nov 09, 2014 6:57 pm
- Forum: Grimrock 2 Discussion
- Topic: Beta 2.1.17
- Replies: 6
- Views: 8597
Re: Beta 2.1.17
Multiple daggers thrown with the secondary action may end up stacked and impossible to separate afterwards. AFAIK this is only a problem in custom games since the main campaign only has one dagger(?). What do you mean impossible to separate? Shift-clicking doesn't work? Nope, daggers don't stack vi...
- Sat Nov 08, 2014 11:14 pm
- Forum: Grimrock 2 Discussion
- Topic: Beta 2.1.17
- Replies: 6
- Views: 8597
Re: Beta 2.1.17
Multiple daggers thrown with the secondary action may end up stacked and impossible to separate afterwards. AFAIK this is only a problem in custom games since the main campaign only has one dagger(?).