Search found 33 matches
- Sat Nov 15, 2014 7:31 am
- Forum: Custom Dungeons
- Topic: [WIP] Treasures of Tarmin (feedback pre-release)
- Replies: 6
- Views: 11515
Re: Treasures of Tarmin (Sample Puzzle)
I thought the puzzle was great. True puzzle spoiler below. No reading until you've played. ;) It took me longer than I'd like to admit to figure out the actual solution. I realized quickly I was meant to put the colors in order on the other side and the rest was just figuring out how, which is great...
- Sat Nov 15, 2014 7:12 am
- Forum: Mod Creation
- Topic: Horror style mod
- Replies: 10
- Views: 9280
Re: Horror style mod! level designer needed
How big are you planning on the finished mod being? I work full time and was hoping to eventually finish my own mod, but I'm sort of waiting on the asset pack to a do a lot of the coding I need and would like to remain active in the mean-time. I really like the idea. Maybe you can't use me, but I'd ...
- Sat Nov 15, 2014 5:24 am
- Forum: Mod Creation
- Topic: Identify components dynamically?
- Replies: 7
- Views: 5541
Re: Identify components dynamically?
I thought it would have to be something like this. Was hoping there was some kind of id attached for when the component name didn't match the class, but thanks Quintin for doing so much of the legwork already!
- Sat Nov 15, 2014 1:05 am
- Forum: Mod Creation
- Topic: Identify components dynamically?
- Replies: 7
- Views: 5541
Identify components dynamically?
Sorry to ask this again, but I think I was too specific last time, so I want to ask a much broader question: Does anyone know how to identify what components an entity holds dynamically? So, for example, to iterate through all of the entities in a map, and then for each entity to get another table w...
- Fri Nov 14, 2014 10:21 am
- Forum: Mod Creation
- Topic: OnuseItem ?
- Replies: 2
- Views: 2666
Re: OnuseItem ?
Should be
Everything else looks great.
Code: Select all
champion:removeCondition("poison");
- Thu Nov 13, 2014 5:02 am
- Forum: Mod Creation
- Topic: [Solved] What is the 5th parm for checkLineOfSight()?
- Replies: 5
- Views: 4801
Re: What is the 5th parm for checkLineOfSight()?
I've been playing around with these functions a lot trying to get my teleport spell working. Unless it's coincidence, both functions have been working as you'd expect with the fifth parameter being elevation. I obviously don't know for sure, but the functions have been returning expected results wit...
- Wed Nov 12, 2014 11:45 pm
- Forum: Mod Creation
- Topic: Sealing areas
- Replies: 12
- Views: 10311
Re: Sealing areas
I think if it's well contextualized and the player is aware of the fact that they only have one chance to enter, it could be exciting. Just so long as it's not overdone or punishes the player randomly. Or, oppositely, if it's a secret they won't know they missed anyway, why not?
- Wed Nov 12, 2014 7:18 am
- Forum: Mod Creation
- Topic: Help with teleport spell?
- Replies: 5
- Views: 4905
Help with teleport spell?
So, like the title suggests, I'm working on a spell that teleports the party a short distance in the direction they're facing. It shouldn't function exactly like a teleport, because I want them to be stopped by walls/doors, but I don't want it to be stopped by monsters. The idea is to give some more...
- Wed Nov 12, 2014 6:28 am
- Forum: Mod Creation
- Topic: Can click or activate hooks be called via script?
- Replies: 5
- Views: 4167
Re: Can clickng a button be called via script?
If you can't figure out anything else, you can play the animation and sound along with doing whatever it's meant to do when you play the animation on the monster's side. wall_button_1.animation:play("press"); wall_button_1:playSound("button"); If you can't get anything else worki...
- Wed Nov 12, 2014 5:22 am
- Forum: Mod Creation
- Topic: Spawning Issue(Resolved!)
- Replies: 2
- Views: 2882
Re: Spawning Issue
I can't tell by the picture where exactly you're trying to spawn the flame_waves, but if you're trying to spawn them to the level you're looking at in the screenshot, your level index is off. From the scripting reference, spawn takes these parameters: spawn(object, level, x, y, facing, elevation, [i...