Search found 15 matches

by pinnguaq
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.
by pinnguaq
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
by pinnguaq
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...
by pinnguaq
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.
by pinnguaq
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)

Hope that helps somewhat.
It was very helpful. Thank you very much.
by pinnguaq
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...
by pinnguaq
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 ...
by pinnguaq
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

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!
Amen.
by pinnguaq
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.
by pinnguaq
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 ...