Search found 5 matches
- Fri Oct 31, 2014 11:44 pm
- Forum: Mod Creation
- Topic: Scripting Reference (work in progress)
- Replies: 95
- Views: 96665
- Wed Oct 29, 2014 5:08 pm
- Forum: Mod Creation
- Topic: [Solved] Way to test if objects are active?
- Replies: 3
- Views: 3901
Re: Way to test if objects are active? [Lua scripting help]
Ok finally tested the code out and it works! Thanks for the help! Oh and that guy who wrote that post about the functions needs a cookie haha.
- Wed Oct 29, 2014 8:04 am
- Forum: Mod Creation
- Topic: [Solved] Way to test if objects are active?
- Replies: 3
- Views: 3901
Re: Way to test if objects are active? [Lua scripting help]
So it's a "FloorTriggeredComponent" class and an "isActivated" function according to the post?
Edit:
(I'm asking because I might try adding custom floor components in the future, like a custom floor trap.)
Edit:
(I'm asking because I might try adding custom floor components in the future, like a custom floor trap.)
- Wed Oct 29, 2014 6:49 am
- Forum: Mod Creation
- Topic: [Solved] Way to test if objects are active?
- Replies: 3
- Views: 3901
[Solved] Way to test if objects are active?
Hello, I'm trying to make a riddle that is based off of certain pressure plates being active and a counter being at a certain value and when solved opens a door. First of all does anyone know what kind of object a pressure plate is? Like pressureplate1.pressure_plate:isActive() or pressureplate1.pla...
- Mon Oct 27, 2014 7:19 am
- Forum: Custom Dungeons
- Topic: [WIP] Rotten
- Replies: 0
- Views: 4839
[WIP] Rotten
****UPDATED to v0.6!**** This is a custom campaign that I am working on, I have been working on it for a couple hours a day after work and would like some hearty adventurers to help me find bugs, exploits, and give feedback. Notes: Takes about an hour to reach up to where I'm currently working. Know...