Search found 11 matches

by 3socks
Thu Nov 08, 2012 12:17 am
Forum: Modding
Topic: Lockpicks are a GO! (soon)
Replies: 7
Views: 6236

Re: Lockpicks are a GO! (soon)

That's great! I like the idea. However, it seems really powerfull now, wouldn't be better to increase the break probability or to base it on dexterity as well?
by 3socks
Wed Nov 07, 2012 11:46 pm
Forum: Modding
Topic: Can you define a script_entity with functions?
Replies: 8
Views: 6061

Re: Can you define a script_entity with functions?

You will have to use some kind of entity with a hook (for example a door and onOpen hook) to spawn the script you want in this case a helloWorld function. Then you need to spawn this entity and call a function to activate the hook. In this hook you write code you want. However the code for that scri...
by 3socks
Wed Nov 07, 2012 12:48 pm
Forum: Modding
Topic: Script Question: Can an object's connections be polled?
Replies: 2
Views: 2372

Re: Script Question: Can an object's connections be polled?

You could create this functionality by yourself. Create a function called for example addMyConnector(object, event, target, action) and a table e.g. allConnections , where you will store all connections and connected objects to them. In addMyConnector call addConnector on object with other parameter...
by 3socks
Tue Nov 06, 2012 2:38 pm
Forum: Modding
Topic: [Tutorial] Modeling for Grimrock UPDATED
Replies: 20
Views: 22887

Re: [Tutorial] Modeling for Grimrock

Thanks, this is great! It's excellent for people like me that don't have any experince with modeling. I agree video quality could be better, so we could read text and labels in blender and other editors, now its a little bit blurry so its impossible to read. Volume seemed good for me. It's great mat...
by 3socks
Mon Nov 05, 2012 5:37 pm
Forum: Modding
Topic: External Scripts / Organisation
Replies: 14
Views: 16599

Re: External Scripts / Organisation

Hi 3socks and Welcome!! Tell us a little about yourself buddy... Hey! Thanks for more than a warm welcome ;) Did you just join up here? Yes, I am a newcomer, a greenhorn in this comunity if you will :) I finished the game few days ago and was wondering if there's any other content to it. So I found...
by 3socks
Mon Nov 05, 2012 5:00 pm
Forum: Modding
Topic: External Scripts / Organisation
Replies: 14
Views: 16599

Re: External Scripts / Organisation

Excellent tutorial! Thanks for sharing this. Just to clarify one thing... does the code in step 4. actually replace the code we wrote in step 1. in our external lua file? Yes, any code we assume to use later in other scripts needs to be encapsulated in a string, otherwise we will get nil exception....
by 3socks
Mon Nov 05, 2012 4:38 pm
Forum: Modding
Topic: External Scripts / Organisation
Replies: 14
Views: 16599

Re: External Scripts / Organisation

I've looked at LOG framework code and its authors were able to hack it a little bit to achieve the effect of including external scripts. I will write a short tutorial about how they do it, and how anyone can make use of external scripts. It's an advanced topic, so be aware of it. 1. Suppose we creat...
by 3socks
Mon Nov 05, 2012 12:02 pm
Forum: Modding
Topic: [Script] Button Puzzle
Replies: 4
Views: 3528

Re: [Script] Button Puzzle

You're assigning your local variables to the results of the functions, which has no effect. I think you misunderstood how assignment works. A variable on the left side of = gets the value of a variable on the right side. Not otherwise. So your code should look like this: Hundreds = Hundreds_Counter:...
by 3socks
Mon Nov 05, 2012 11:39 am
Forum: Modding
Topic: multiple specific items on an altar
Replies: 7
Views: 4685

Re: multiple specific items on an altar

Kasarul wrote:This crashes it: i returns a nil value

if i.name == offeringlist[j]
It's a typo, item instead of i should be there.

Code: Select all

if item.name == offeringlist[j]
by 3socks
Mon Nov 05, 2012 12:30 am
Forum: Modding
Topic: multiple specific items on an altar
Replies: 7
Views: 4685

Re: multiple specific items on an altar

function altarContainsItem(item) local offeringlist = { "golden_chalice", "golden_orb", "golden_dragon" } for j=1,3 do if i.name == offeringlist[j] then return true end end return false end function altarCheck() if offeringaltar:getItemCount() == 0 then offeringdoor:cl...