Hey guys, a super big update. I encourage people who like horror to try out my mod. I could use the feedback!
Version 0.5 Changelog:
- Added The Lost City
- Added The Prison
Search found 28 matches
- Sun Nov 30, 2014 9:30 am
- Forum: Custom Dungeons
- Topic: [WIP] Under Nemistide
- Replies: 19
- Views: 24055
- Sun Nov 30, 2014 8:27 am
- Forum: Mod Creation
- Topic: [REFERENCE] Here's a list of all pre-defined sounds in LoG 2
- Replies: 19
- Views: 34810
Re: [REFERENCE] Here's a list of all pre-defined sounds in L
Any idea about how to do that a sound makes its sounds in a specific point of a map (because what I'm noticing is that playSound("key_lock") in a script, activated when I push a lever, sounds always in my the position of the party...) Thanks guys You can use playSoundAt("sound_name&q...
- Fri Nov 14, 2014 7:44 pm
- Forum: Mod Creation
- Topic: [TOOL] EDI TOOLS
- Replies: 11
- Views: 17367
Re: [TOOL] EDI TOOLS
Very cool!
- Fri Nov 14, 2014 7:41 pm
- Forum: Mod Creation
- Topic: Few questions - All solved
- Replies: 21
- Views: 25314
Re: Few questions - All solved
If you want those same items that I used, you can just copy/paste. If you want to use other items, you'll have to change the getArticle function to reflect it, or remove that function altogether and go with a generic hudPrint (like hudPrint("You got a thing!")). Don't forget to make your f...
- Fri Nov 14, 2014 7:36 pm
- Forum: Mod Creation
- Topic: Few questions - All solved
- Replies: 21
- Views: 25314
Re: Few questions - All solved
Hey Drakkan, I modified the dig random script a bit for use in my own mod. Here's the code I ended up going with: By adding the target (c) to the function, the script no longer needs to be on top of the floor_trigger, and multiple floor_triggers can point to the same function. items = {"baked_...
- Fri Nov 14, 2014 7:24 pm
- Forum: Mod Creation
- Topic: Few questions - All solved
- Replies: 21
- Views: 25314
Re: Few questions - All solved
Hey Drakkan, I modified the dig random script a bit for use in my own mod. Here's the code I ended up going with: By adding the target (c) to the function, the script no longer needs to be on top of the floor_trigger, and multiple floor_triggers can point to the same function. items = {"baked_m...
- Fri Nov 14, 2014 6:30 pm
- Forum: Mod Creation
- Topic: Does anyone know what 2.1.17 added to the editor?
- Replies: 0
- Views: 3299
Does anyone know what 2.1.17 added to the editor?
This is all that's in the patch notes:
"– mods: added lots of new scripting functions and hooks"
What new functions? What new hooks?
"– mods: added lots of new scripting functions and hooks"
What new functions? What new hooks?
- Thu Nov 13, 2014 9:55 pm
- Forum: Mod Creation
- Topic: Few questions - All solved
- Replies: 21
- Views: 25314
Re: Few questions
if I may: instead of local item = math.random(1,6) -- The second number is the amount of items in the list. try local item = math.random(1,#items) #items is the number of items in your table, so you just have to add items, and not morry about that line :-) Brilliant. I'm actually new to lua (tho I'...
- Thu Nov 13, 2014 9:37 pm
- Forum: Mod Creation
- Topic: Few questions - All solved
- Replies: 21
- Views: 25314
Re: Few questions
For number 4: Place a floor_trigger where you want the party to dig. Make it only triggerable by digging and tick "disableSelf". Have it point to a script that's also on top of the dig location with the following code: items = {"dagger","rapier","leather_cap",...
- Thu Nov 13, 2014 6:55 pm
- Forum: Mod Creation
- Topic: [REFERENCE] Here's a list of all pre-defined sounds in LoG 2
- Replies: 19
- Views: 34810
Re: [REFERENCE] Here's a list of all pre-defined sounds in L
Haha, oh shoot, that was one of my custom sounds. I removed it from the main list.PresetM wrote:Very helpful list. Thank you very much.
Unfortunately, playSound("tick") did not work.