Search found 12 matches
- Mon Nov 30, 2015 1:52 pm
- Forum: Mod Creation
- Topic: Knowing your elevation in tilesets
- Replies: 2
- Views: 4133
Knowing your elevation in tilesets
Hello fellow modders. Newbie question. I did search the forum, could not find the answer. Sorry if this was asked before. In LOG2 Editor, the tilest can be "lowered" or "raised" to create a multi-level room. Once you've got a number of levels (raised and/or lowered), you can foll...
- Tue Jul 14, 2015 5:06 pm
- Forum: Modding
- Topic: Receptor Accepting skulls
- Replies: 6
- Views: 8469
Re: Receptor Accepting skulls
Oh ya !! That works fine, thanks a lot everyone. I've yet to really play with the assets scripts. So far, I've managed to do pretty much everything (keeping to basic stuff) with the existing items and logics effect. I see how scripting into the asset scripts can provide a much wider variety, and be ...
- Tue Jul 14, 2015 12:32 am
- Forum: Modding
- Topic: Receptor Accepting skulls
- Replies: 6
- Views: 8469
Re: Receptor Accepting skulls
OK, thanks guys. I tried the script blurb from trancelistic and it doesn't seem to work. I get a "attempt to call global 'defineObject' (a nil value)" ... Now, THOM mentionned the predefined Receptor is not designed to accept items, just blobs. I'm thinking there may be a way to change tha...
- Mon Jul 13, 2015 6:18 pm
- Forum: Modding
- Topic: Receptor Accepting skulls
- Replies: 6
- Views: 8469
Receptor Accepting skulls
Hello all, Newbie here (sort of, more like returning to modding after a hiatus), trying to code my way through a custom dungeon creation. I need help with a bit of scripting, or any other way to make work what I'd like to do: A two "locks" combo to make an open trap, close. So far, I've go...
- Sun Aug 24, 2014 1:00 pm
- Forum: Modding
- Topic: Looking for asset reference
- Replies: 8
- Views: 7164
Re: Looking for asset reference
Thanks Skuggasveinn, I just did and that really answer a lot of questions I had ...
I should have started there
I should have started there
- Sun Aug 24, 2014 12:34 pm
- Forum: Modding
- Topic: Launching a script, stopping a timer
- Replies: 19
- Views: 20764
Re: Launching a script, stopping a timer
Thank you all for your input, it's helped a lot! msyblade: Can you detail a bit more ? I tried that (4x blank lines as indicated) into a blank script, no functions, no timer, and I get an error message in the editor when I run the dungeon. The error reads: "Attempt to call global 'hudprint' (a ...
- Fri Aug 22, 2014 6:21 pm
- Forum: Modding
- Topic: Launching a script, stopping a timer
- Replies: 19
- Views: 20764
Re: Launching a script, stopping a timer
Thank you Alois, that works fine. Now I'm in business
- Fri Aug 22, 2014 5:56 pm
- Forum: Modding
- Topic: Launching a script, stopping a timer
- Replies: 19
- Views: 20764
Launching a script, stopping a timer
Hello All, Newbie question here. Been learning scripting for the past two days and I'm hitting some challenges I can't seem to resolve or find answers on these forums. So here goes: I have this script designed to "wipe" the default party and create a custom party of four champions for my m...
- Fri Aug 22, 2014 5:20 pm
- Forum: Modding
- Topic: Looking for asset reference
- Replies: 8
- Views: 7164
Re: Looking for asset reference
Thank you Isaac ! That's just what I needed !
- Fri Aug 22, 2014 2:17 pm
- Forum: Modding
- Topic: Looking for asset reference
- Replies: 8
- Views: 7164
Re: Looking for asset reference
Skuggasveinn, thank you, that is very usefull info for my needs.
Is there a list of the portraits names and filenames? I been looking over the web and can,t find one and I've been looking through my local Steam folder and can't find anything either
THAT is really all that I am missing !
Is there a list of the portraits names and filenames? I been looking over the web and can,t find one and I've been looking through my local Steam folder and can't find anything either
THAT is really all that I am missing !