Search found 15 matches
- Wed Oct 24, 2012 4:24 pm
- Forum: Modding
- Topic: [CLOSED] Call to modders/mappers: "One Room" round robin!
- Replies: 488
- Views: 323075
Re: [OPEN] Call to modders/mappers: "One Room" round robin!
I'd love to participate. Please count me in.
- Sun Oct 21, 2012 4:54 am
- Forum: Modding
- Topic: Make a Lever Stuck
- Replies: 1
- Views: 2085
Make a Lever Stuck
Hello,
I'm trying to make a lever that when the user presses it it either does not respond, or immediately switches back to its default setting. How do I make a lever stuck?
Thanks in advance
I'm trying to make a lever that when the user presses it it either does not respond, or immediately switches back to its default setting. How do I make a lever stuck?
Thanks in advance
- Sat Oct 20, 2012 4:35 pm
- Forum: Modding
- Topic: [Wall Set] Northern Dungeon
- Replies: 30
- Views: 32423
Re: [Wall Set] Northern Dungeon
Daniv, Thanks so much for doing this. I am aiming to have my Mod that uses this WallSet out for a first test to everyone by the end of next week! Design on this end is almost done, and with these wallsets it'll be amazing. Wow. Can't thank you enough for the assistance. http://www.grimrock.net/forum...
- Fri Oct 19, 2012 8:36 pm
- Forum: Modding
- Topic: About Mods in general/Finished mods
- Replies: 18
- Views: 14766
Re: About Mods in general/Finished mods
Mummy- Do you mean /n ? If you put /n in a sentence it will act as a "break", the same as pressing enter. At least, off the top of my head, that's what memory serves.
- Fri Oct 19, 2012 7:53 pm
- Forum: Modding
- Topic: NPC: Multiple Lines of Dialogue (Was: Declaring Variables)
- Replies: 5
- Views: 4661
Re: [LUA] Declaring variables (Local and Global)
It was very helpful. Thank you very much.Hope that helps somewhat.
- Fri Oct 19, 2012 3:48 pm
- Forum: Modding
- Topic: NPC: Multiple Lines of Dialogue (Was: Declaring Variables)
- Replies: 5
- Views: 4661
NPC: Multiple Lines of Dialogue (Was: Declaring Variables)
EDIT: What started as a conversation about multiple lines of dialogue through Variable decleration has turned into a useful seminar on how to create an NPC who carries on a conversation with each "attack" on him. Full Credit to Grimwold. Working script/instructions are as follows: Create a...
- Fri Oct 19, 2012 3:24 pm
- Forum: Modding
- Topic: About Mods in general/Finished mods
- Replies: 18
- Views: 14766
Re: About Mods in general/Finished mods
I don't know if anyone has time for this (I know I don't), but I'd love to see quick 1 paragraph reviews on all the Mods. A consistent reviewer that has time to sit down for a day, play through the top 5-6 and let us know which are worth our time. Having said that, the community is still young. I'd ...
- Fri Oct 19, 2012 3:19 pm
- Forum: Modding
- Topic: [DUNGEON]- Lost Ships of Sir John Franklin-[WIP]-Help Wanted
- Replies: 25
- Views: 20923
Re: [DUNGEON]- Lost Ships of Sir John Franklin-[WIP]-Help Wa
Amen.msyblade wrote:Daniv, What you are doing for tile sets, is so far above and beyond the quality and pace the rest of us are progressing at, that we all owe you a debt of gratitude. Outright amazing work, man. kudos!
- Fri Oct 19, 2012 2:33 am
- Forum: Modding
- Topic: EDITING CHALLENGE II: Updated 12/11/12 post mortum
- Replies: 70
- Views: 81135
Re: EDITING CHALLENGE II: Warden's Woe (Scaled back)
Count me as interested. I have an idea that I'm going to explore. Can't guarantee I'll get something done, but will do my best.
- Wed Oct 17, 2012 5:29 pm
- Forum: Modding
- Topic: Firearms- Guns
- Replies: 11
- Views: 17376
Firearms- Guns
A little challenge if anyone is up to it. I've been reasoning here at my desk as to how one could best create firearms for Grimrock. (I'm at work, so I can't test these theories until later tonight)... I'm creating a dungeon in a more "modern" setting and was trying to reason how firearms ...