Search found 32 matches

by Balthasar
Fri Jan 04, 2013 6:15 am
Forum: Modding
Topic: Any way for a function to know what triggered it?
Replies: 1
Views: 1542

Any way for a function to know what triggered it?

I would like to spawn a few buttons and then use addConnector('toggle','myscript','myfunction') to hook them all to the same function. Is there any way for the function to know which button triggered it?
by Balthasar
Sat Dec 29, 2012 8:31 am
Forum: Modding
Topic: Wall buttons with new positions.
Replies: 8
Views: 10604

Re: Wall buttons with new positions.

Levers seem to act funny. I started with the the wall_lever and put a modified wall_button animation on it. I can make it appear and animate on any part of the screen, showing if the button is pressed (activated) or not. However, it only responds to clicks in the middle of the screen, even if I have...
by Balthasar
Sat Dec 29, 2012 5:48 am
Forum: Modding
Topic: Wall buttons with new positions.
Replies: 8
Views: 10604

Re: Wall buttons with new positions.

One thing I have noticed in my experiments, is that pullchains are superior to buttons. You can click on them while facing two directions. Buttons only work when you are facing the wall they are placed on. http://www.youtube.com/watch?v=M7iKp_SO-5Y&feature=youtu.be That's quite nice. I was playi...
by Balthasar
Fri Dec 28, 2012 9:31 am
Forum: Modding
Topic: Wall buttons with new positions.
Replies: 8
Views: 10604

Re: Wall buttons with new positions.

GMT can move the models around but I don't think it messes with the animations yet. If you don't update the animations along with the models, they won't work properly when you click on them. As for the wall chain, yes, it could be moved just like the buttons. Either as a button with the wall chain m...
by Balthasar
Fri Dec 28, 2012 9:12 am
Forum: Modding
Topic: Wall buttons with new positions.
Replies: 8
Views: 10604

Wall buttons with new positions.

I wanted to put multiple buttons on the same wall, so I did some basic editing with the Grimrock Model Toolkit and Grimrock Animation Editor. Basically just cloned the wall_button and moved it around. http://www.youtube.com/watch?v=4eHj12iH0Ug&feature=youtu.be The buttons are named button_a thro...
by Balthasar
Thu Dec 27, 2012 5:32 am
Forum: Modding
Topic: Crude Grimrock Elevator
Replies: 2
Views: 2215

Re: Crude Grimrock Elevator

I found what you are talking about. Looks like that one has a ton of features implemented. Sweetness.
by Balthasar
Thu Dec 27, 2012 5:28 am
Forum: Modding
Topic: [Script] Equip/Unequip Stopper (Fixed)
Replies: 8
Views: 12192

Re: [Script] Cancel item equip/unequip + Delay

I put this into my items.lua: cloneObject{ name = "curse_cap", baseObject = "peasant_cap", uiName = "Cursed Hat", onUnequipItem = function(self, champion, slot) setMouseItem(nil) delayscript.mydelay(0.1, function(self, name, id, championOrd, slot) local champion = grimq...
by Balthasar
Thu Dec 27, 2012 4:49 am
Forum: Modding
Topic: Crude Grimrock Elevator
Replies: 2
Views: 2215

Crude Grimrock Elevator

I made a crude elevator for Grimrock. It looks a tad odd since I am spawning and destroying an iron door on top of the portcullis. You can't hear it in the youtube video, but it plays a long "wall_sliding" sound as the elevator is 'moving'. Works in both directions. Currently the lever onl...
by Balthasar
Wed Dec 26, 2012 9:32 pm
Forum: Modding
Topic: [Script] Equip/Unequip Stopper (Fixed)
Replies: 8
Views: 12192

Re: [Script] Cancel item equip/unequip + Delay

I tried this, it crashes for me every time I equip the item. (Or unequip the 'cursed' version.)
by Balthasar
Wed Dec 26, 2012 8:50 pm
Forum: Modding
Topic: Torches (Dim)
Replies: 11
Views: 10175

Re: Torches (Dim)

Here's a quick method for making a dim torch that lasts as long as a regular one. Put this in your items.lua cloneObject{ name = "torch_dim", baseObject = "torch", fuel = 10000, uiName = "Dim Torch" } You'll have to use another script to manually set the fuel lower afte...