Search found 34 matches
- Fri Dec 26, 2014 2:17 am
- Forum: Mod Creation
- Topic: TorchItem Component issues?
- Replies: 8
- Views: 7110
Re: TorchItem Component issues?
I think you want to use the following functions in your item definition. The gfxIndexInHand is the one that is changing the texture when you equip it. gfxIndex(number) Set index of icon in texture atlas gfxIndexInHand(number) Set index of in-hand icon gfxIndexPowerAttack(number) Set index of chargin...
- Thu Dec 25, 2014 3:36 am
- Forum: Mod Creation
- Topic: MERRY CHRISTMAS AND HAPPY NEW TO ALL
- Replies: 16
- Views: 14999
Re: MERRY CHRISTMAS AND HAPPY NEW TO ALL
Merry Christmas (and associated holidays) to everyone
- Mon Dec 22, 2014 5:44 pm
- Forum: Mod Creation
- Topic: [SOLVED] Particle Problems?
- Replies: 2
- Views: 2813
Re: Particle Problems?
Thanks, that was it
Hopefully this will be in a releasable state soon.
Hopefully this will be in a releasable state soon.
- Mon Dec 22, 2014 4:14 am
- Forum: Mod Creation
- Topic: [SOLVED] Particle Problems?
- Replies: 2
- Views: 2813
[SOLVED] Particle Problems?
I am trying to create a particle object which activates the first particles, then after a delay starts the second set. Is it possible to have an object with multiple "Particle" classes, and then start/stop them individually? I have tried the code below, but I can't figure out how to addres...
- Sun Dec 14, 2014 11:19 pm
- Forum: Custom Dungeons
- Topic: Link to the Past Tribute [WIP MOD + ASSETS]
- Replies: 13
- Views: 23593
Re: Link to the Past Tribute [WIP MOD + ASSETS]
The doors are a problem at the moment as they open upwards, I need to get them working properly (will probably take a while) and do a bit of re-texturing before I release them. Sorry.Eleven Warrior wrote:Hi mate how long until we can use that awesome house man? I really need some houses if you have time for it.
- Sun Dec 14, 2014 10:52 pm
- Forum: Mod Creation
- Topic: Weather Effects?
- Replies: 6
- Views: 4954
Re: Weather Effects?
Thanks, I am looking forward to itminmay wrote:Once the mod in question is released, yes.
- Sun Dec 14, 2014 8:30 pm
- Forum: Custom Dungeons
- Topic: Link to the Past Tribute [WIP MOD + ASSETS]
- Replies: 13
- Views: 23593
Re: Link to the Past Tribute [WIP MOD + ASSETS]
Hi everyone, I've updated the original post with a the new shield model, new rupee texture (now with shiny particle effects :D) and a Rupee Bag which counts the value of the rupees inside it and displays the total in the item description. Any and all feedback is appreciated as always, and let me kno...
- Sun Dec 14, 2014 7:55 pm
- Forum: Mod Creation
- Topic: Weather Effects?
- Replies: 6
- Views: 4954
Weather Effects?
Hi everyone, I was wondering of anyone has got any custom weather effects working, like rain, thunder/lightning etc, or has any ideas how to go about implementing then? I suppose I could create a rain object which gets placed on every map square by script when it is activated, but are there any simp...
- Fri Dec 12, 2014 2:41 am
- Forum: Mod Creation
- Topic: Blockage Problem
- Replies: 8
- Views: 6130
Re: Blockage Problem
I had problems with this for a while too. With your custom model, in GMT where you set the materials you simply need to select the model node from the drop-down box and type "gate" into the box that says name, then click Update Node and re-save your model. The gate node is the part that gr...
- Sat Dec 06, 2014 8:36 pm
- Forum: Mod Creation
- Topic: Connectors?
- Replies: 4
- Views: 4861
Re: Connectors?
Sorry, I should probably clarify.
The door is already opened by clicking on it. (thanks Doridion).
I want it to be able to trigger an external secondary event when the door is opened, but I don't want to specify that within the script as I want it to do different things in different areas.
The door is already opened by clicking on it. (thanks Doridion).
I want it to be able to trigger an external secondary event when the door is opened, but I don't want to specify that within the script as I want it to do different things in different areas.