Search found 12 matches
- Tue Nov 04, 2014 7:01 pm
- Forum: Mod Creation
- Topic: List of components and methods
- Replies: 37
- Views: 40794
Re: List of components and methods
So incredibly helpful! <3
- Sun Nov 02, 2014 6:09 am
- Forum: Grimrock 2 Discussion
- Topic: Changes from Grimrock 1 you DIDN'T like
- Replies: 79
- Views: 80292
Re: Changes from Grimrock 1 you DIDN'T like
I just really wish that firearms were more powerful then they are, and that maybe in someway pellet creation was a thing. You do not find enough pellets to support a firearms user who is seriously contributing on every pack and not just shooting once to share in exp. There are only 5 guns in the ent...
- Fri Oct 31, 2014 2:15 am
- Forum: Grimrock 2 Discussion
- Topic: God I'm hating this game right now...
- Replies: 26
- Views: 27608
Re: God I'm hating this game right now...
Yep, just came from the archives/lexiconary to get the password stuff for the cemetery. Came back through forgotten river and flying thunder lizards and these bastards showed up. I had a mage with enough skill to use dispel thankfully but good god what were the designers thinking. As multiple other ...
- Thu Oct 30, 2014 11:36 pm
- Forum: Custom Dungeons
- Topic: Firearms Testing Range!
- Replies: 4
- Views: 8852
Re: Firearms Testing Range!
I'm not sure how to do that since I haven't needed to before but if you know how then let me know and I'll do it for sure. I'll look into it in my spare time anyway.
- Sun Oct 26, 2014 4:34 pm
- Forum: Mod Creation
- Topic: ...........
- Replies: 16
- Views: 18907
Re: [Script] Starting Items for Party (VERY Alpha)
Definitely a super useful post! Didn't pay much attention to it at first since I was only interested in things with stack counts like cannon balls and such, this second installment will probly help me quite a bit. Going to try to isolate the spawn+stack size set part without all the rest of the code...
- Sun Oct 26, 2014 4:28 pm
- Forum: Mod Creation
- Topic: List of Weapons & Armor
- Replies: 46
- Views: 83642
Re: List of Weapons & Armor (work in progress)
Yea firearms are super annoying in the editor b/c they don't fall under weapons, throwing weapons, or missile weapons. For some reason they're just under items....why they aren't classified as "weapons" god only knows lol. Wish we could make our own personal filters for the assets list, th...
- Sun Oct 26, 2014 4:49 am
- Forum: Mod Creation
- Topic: insertItem into inventory?
- Replies: 5
- Views: 7037
Re: insertItem into inventory?
If backpack spaces start at 13 what are the other spaces designated as? I've tried addItem into 13 and it works fine but things like 12,14 don't seem to do anything. Edit: Also, and I've posted in a different post about spawning entities about this same thing, how would you addItem into your invento...
- Sun Oct 26, 2014 4:46 am
- Forum: Mod Creation
- Topic: Spawning an entity
- Replies: 10
- Views: 14058
Re: Spawning an entity
Question, when spawning in an entity with a count, pellet_box for example, how could you rig a button to spawn more then 1. Trying to get "ammo dispensers" working for my firing range map and I'm stuck trying to get more then just one spawned per press of the button. End goal is:press one ...
- Sun Oct 26, 2014 4:37 am
- Forum: Mod Creation
- Topic: addItem issue
- Replies: 4
- Views: 7955
Re: addItem issue
I'm not sure about alcoves but I know when doing addItem into an inventory you can't just use the item, you have to give it a position. So like: party.party:getChampion(1):insertItem(13, pellet_box_1.item) where 13 is the 1st characters top leftmost backpack slot. Followed by the item and then decla...
- Sun Oct 26, 2014 1:33 am
- Forum: Custom Dungeons
- Topic: Firearms Testing Range!
- Replies: 4
- Views: 8852
Firearms Testing Range!
This is a firearms testing range that I built in the dungeon editor for the purpose of allowing you to test all the firearms in the game in a safe environment. First thing I've ever done on the workshop so any and all feedback is appreciated. I am working on a spell version of this so be on the look...