Search found 32 matches
- 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?
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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.)
- 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...