Search found 11 matches
- 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?
- 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...
- 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...
- 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...
- 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...
- 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....
- 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...
- 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:...
- 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
It's a typo, item instead of i should be there.Kasarul wrote:This crashes it: i returns a nil value
if i.name == offeringlist[j]
Code: Select all
if item.name == offeringlist[j]
- 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...