Search found 135 matches
- Mon Nov 23, 2015 12:19 am
- Forum: Modding
- Topic: [MOD] OGRE 2 END TIMES now released
- Replies: 5
- Views: 14461
Re: [MOD] OGRE 2 END TIMES now released
Hi. Glad you are enjoying the game. Custom portraits? Maybe next time if I find the time! Currently working on a new game for LOG 2. Will release once done. In answer to your query: The teleporter with the three fast trapdoors? The button you press to activate it is next to a sealed room with a pres...
- Sat Jul 25, 2015 1:13 pm
- Forum: Mod Creation
- Topic: DAEMON HEAD EYE SLOTS
- Replies: 7
- Views: 6661
Re: DAEMON HEAD EYE SLOTS
That explains a lot! Thanks. I wonder why they didn't include them? Thanks again for your help. Saved me a lot of time...
George
George
- Sat Jul 25, 2015 12:33 pm
- Forum: Mod Creation
- Topic: DAEMON HEAD EYE SLOTS
- Replies: 7
- Views: 6661
DAEMON HEAD EYE SLOTS
Stupid question, I know. But where are they? I've searched the editor menu and cant for the life of me find them listed. Are they called something else now?
George
George
- Sat Jul 18, 2015 9:43 am
- Forum: Modding
- Topic: [MOD] OGRE 2 END TIMES now released
- Replies: 5
- Views: 14461
Re: [MOD] OGRE 2 END TIMES now released
Hi. Glad you like it so far. In answer to your question: The room that says EIT with the pressure plates. The missing letter is X. Just put an item on each plate to spell out X. ie one on each corner, and one in the middle. Doesn't matter about the order. This will open the door for you. Any other q...
- Wed Jul 15, 2015 10:23 am
- Forum: Mod Creation
- Topic: TIMER ISSUES IN LOG2
- Replies: 6
- Views: 7900
Re: TIMER ISSUES IN LOG2
Why didn't I try that? Must be losing it! LOL! Works like a charm now. Must have disabled everything except the Timer Component, because I thought the Timer would be permanently disabled if I did..Still learning. Getting there..eventually! Thanks once again.
George
George
- Tue Jul 14, 2015 10:46 pm
- Forum: Mod Creation
- Topic: TIMER ISSUES IN LOG2
- Replies: 6
- Views: 7900
TIMER ISSUES IN LOG2
I think I'm going MAD! In LOG1, a timer wont run until you tell it to (by plate activation etc). But for some reason, any timer I put on a map in LOG2 runs from the start of the mod by itself, without even being activated!. Which is causing me a whole lot of problems with my scripts! . (One of which...
- Sun Jul 05, 2015 8:29 pm
- Forum: Mod Creation
- Topic: Boss fight help
- Replies: 15
- Views: 10603
Re: Boss fight help
Thanks for that, Azel. Works as intended now. Still on a learning curve as far as LOG2 coding goes. Slightly different from LOG1. Keep using old code by mistake! But I'll get there eventually. Help much appreciated as always.
George
George
- Sat Jul 04, 2015 10:58 pm
- Forum: Mod Creation
- Topic: Boss fight help
- Replies: 15
- Views: 10603
Re: Boss fight help
Thanks for that! Now I can spawn the monster as intended : function startviperBossFight() local viperBoss = spawn("viper_root", party.level, 17, 4, 3, 0) boss_fight_viper.bossfight:addMonster(viperBoss.monster) boss_fight_viper.bossfight:activate() end What I'm trying to do is open a gate ...
- Sat Jul 04, 2015 2:34 pm
- Forum: Mod Creation
- Topic: Boss fight help
- Replies: 15
- Views: 10603
Boss fight help
I've followed the online video tutorial to set up and code boss fights (really helpful!). But that code uses a monster that is already placed on the map and is visible to the player once they enter the area. Is it possible to spawn a monster instead, then code it for a boss fight? That way, the play...
- Mon Jun 29, 2015 10:44 pm
- Forum: Mod Creation
- Topic: Reflection issues
- Replies: 6
- Views: 4020
Re: Reflection issues
Thanks for that. I was aware of the limitations you mentioned, that's why I don't have the party submerging in the sea. But I've fixed the problem now. I just deleted the ocean object, saved and reloaded, then put it back on the map. Everything seems to be ok now. Don't know why it happened in the f...