Search found 135 matches

by WaspUK1966
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...
by WaspUK1966
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
by WaspUK1966
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
by WaspUK1966
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...
by WaspUK1966
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
by WaspUK1966
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...
by WaspUK1966
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
by WaspUK1966
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 ...
by WaspUK1966
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...
by WaspUK1966
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...