Search found 17 matches
- Mon Nov 10, 2014 9:51 pm
- Forum: Mod Creation
- Topic: Monsters in a cage
- Replies: 3
- Views: 4311
Monsters in a cage
I would like to put a couple of cages in an area with monsters on them. In order to keep them in there I need to put "prison_cage_door" or "prison_cage_door_breakable_1". However there is no connector to attack a script_entity to. If I just put a cage door I can not open it. If I...
- Sun Nov 09, 2014 11:11 pm
- Forum: Mod Creation
- Topic: what program used to write code
- Replies: 7
- Views: 6625
Re: what program used to write code
I downloaded Sublime Text, and it is what I was looking for. Thanks.
- Sun Nov 09, 2014 3:48 am
- Forum: Mod Creation
- Topic: Can we use LoG1 assets in LoG2 mods?
- Replies: 4
- Views: 7034
Re: Can we use LoG1 assets in LoG2 mods?
Yes, that would be helpful.
- Sun Nov 09, 2014 3:47 am
- Forum: Mod Creation
- Topic: what program used to write code
- Replies: 7
- Views: 6625
what program used to write code
What program do you use when writing code that list line numbers and keeps track of indents?
I have an error on like 182, expected "}". It would be so much easier if the app would keep take of line numbers and level of indents.'
Right now I am just using worldpad.
I have an error on like 182, expected "}". It would be so much easier if the app would keep take of line numbers and level of indents.'
Right now I am just using worldpad.
- Sat Nov 08, 2014 3:23 am
- Forum: Mod Creation
- Topic: Mine floor's walls vs. ceiling.
- Replies: 9
- Views: 9178
Re: Mine floor's walls vs. ceiling.
That works for filling in that black gap. However now the torches sit in the air instead of up against the wall.
- Fri Nov 07, 2014 8:13 am
- Forum: Mod Creation
- Topic: Does onDie work in LOG 2?
- Replies: 13
- Views: 9711
Re: Does onDie work in LOG 2?
I GIVE UP ! LOG 1 was easy to mod. LOG 2 I can't even get a dumb monster to drop an item. Why did they make everything so hard this time around. I tried to make a mine level and the ceiling is all screwed up. I can't get the beach to have an ocean. I have been working on this for 3 days and have not...
- Fri Nov 07, 2014 7:37 am
- Forum: Mod Creation
- Topic: Does onDie work in LOG 2?
- Replies: 13
- Views: 9711
Re: Does onDie work in LOG 2?
I would not have to create my own verision of a monster if I could get it to not drop what it normally drops and switch it with what I want it to drop.
has anyone one gotten the onDie to work?
has anyone one gotten the onDie to work?
- Fri Nov 07, 2014 7:35 am
- Forum: Mod Creation
- Topic: Does onDie work in LOG 2?
- Replies: 13
- Views: 9711
Re: Does onDie work in LOG 2?
Weird. I tried no " "'s
No error when I put in the monster script, but no drop either.
Tried in the lua script and I get the error that I had earlier in the Monster file.
attempt to index "my_mummy_A" ( a nil value).
I am at a lost.
No error when I put in the monster script, but no drop either.
Tried in the lua script and I get the error that I had earlier in the Monster file.
attempt to index "my_mummy_A" ( a nil value).
I am at a lost.
- Fri Nov 07, 2014 7:20 am
- Forum: Mod Creation
- Topic: Does onDie work in LOG 2?
- Replies: 13
- Views: 9711
Re: Does onDie work in LOG 2?
I can't add the item in the drop down button, because it is spawns when the champions dig at a gravesite, therefore no drop down.
- Fri Nov 07, 2014 7:18 am
- Forum: Mod Creation
- Topic: Does onDie work in LOG 2?
- Replies: 13
- Views: 9711
Re: Does onDie work in LOG 2?
I tried the monstername.monster:addItem() ex. my_mummy_A.monster:addItem("bone_club") when in the monster script it gave the following error: "attempt to index global "my_mummy_A" ( a nil value). When I tried it in the lua script that spawns the mummy, there was no error, bu...