Search found 28 matches

by dasarby
Thu Jan 24, 2013 8:35 pm
Forum: Modding
Topic: How might I make a secret door move horizontally? back/side
Replies: 17
Views: 18360

Re: How might I make a secret door move horizontally? back/s

I might I remembering something that isn't real, but didn't
SpoilerShow
the ballista
at the climax of phitt's mine animate? Maybe you could have an invisible door in place and then something that looks-like-a-door-but-is-not-a-door on the same cell and animate that object?
by dasarby
Thu Jan 24, 2013 7:33 pm
Forum: Modding
Topic: Pressure Plate Question
Replies: 9
Views: 6826

Re: Pressure Plate Question

that's probably waaay more idiomatic LoG lua than my table loop :D. (assigning to _, the unused variable, is idiomatic in another language in which I do most of my work, so I do it without thinking. using an indexed for loop is probably better and clearer here!)
by dasarby
Thu Jan 24, 2013 6:49 pm
Forum: Modding
Topic: Item that can be carried only by all party members?
Replies: 5
Views: 4347

Re: Item that can be carried only by all party members?

Is max carry weight dependent on strength? If so, maybe you could use get/setStat to temporarily set everyone's strength to 0? Wouldn't work if there everyone has a min carry weight though...
by dasarby
Thu Jan 24, 2013 6:43 pm
Forum: Modding
Topic: Pressure Plate Question
Replies: 9
Views: 6826

Re: Pressure Plate Question

I see a potental problem with Komag's, namely closing the doors by finding all and substring matching. It is possible (albeit probably unlikely :D) that it will close another door that is not part of the puzzle. For example, if you had a door named "HallFirstDoor", it would also get closed...
by dasarby
Thu Jan 24, 2013 7:11 am
Forum: Modding
Topic: Pressure Plate Question
Replies: 9
Views: 6826

Re: Pressure Plate Question

As best I can tell, there is no good way to remove a connector once its been added (I kinda suspect the addConnector function is meant to be used by the editor, not directly from scripts, but it is convenient for some things). The work around I use is to use a script level variable to flag which thi...
by dasarby
Thu Jan 24, 2013 5:27 am
Forum: Modding
Topic: Item that can be carried only by all party members?
Replies: 5
Views: 4347

Re: Item that can be carried only by all party members?

Seems like you might be able to get close with party hooks. lets see... onUseItem: a hook which is called when an item is used by clicking on an attack icon, right clicking on an inventory item or clicking a champion’s portrait while holding a mouse item. The function gets the following parameters: ...
by dasarby
Thu Jan 24, 2013 5:13 am
Forum: Modding
Topic: Iterating through inventory question
Replies: 6
Views: 7292

Re: Iterating through inventory question

That's probably not what you want. Each time the if statement is called, you have a specific item held in the currItem variable. Therefore a statement like currItem.name == "item1" and currItem.name == "item2" will never actually be true, because currItem's name can't be both ite...
by dasarby
Thu Jan 24, 2013 4:59 am
Forum: Modding
Topic: [OBSOLETE] "One Room" Round Robin Mod - Round Two!
Replies: 108
Views: 90144

Re: [DISCUSSION] "One Room" Round Robin Mod - Round Two!

With regards to the timing, it seems to me that one of the advantages of a pre-made map and having people choose rooms is that it would be possible to have everyone working on their own single dungeon, and then merge them together. So everyone works simultaneously, and one person merges it all toget...
by dasarby
Thu Jan 24, 2013 4:38 am
Forum: Modding
Topic: Iterating through inventory question
Replies: 6
Views: 7292

Re: Iterating through inventory question

I see a couple of problems with your script as is. Firstly, you don't need to increment your counters on the for loops by hand. That is what the third number is in the for loop (1 for your cases, meaning increment by one each time it loops) as it stands, you are actual skipping every other slot. Sec...
by dasarby
Thu Jan 24, 2013 2:55 am
Forum: Modding
Topic: Puzzle Mechanic: Linking Glyphs
Replies: 1
Views: 2176

Puzzle Mechanic: Linking Glyphs

Over in this thread: http://www.grimrock.net/forum/viewtopic.php?f=14&t=4718 I posted a generic script to handle the traditional "lights out" style puzzle, where flipping one lever also flips levers next to it; with the goal being to get all levers down. While I was working on that, it...