Search found 12 matches

by Baddock
Tue Nov 25, 2014 7:17 pm
Forum: Mod Creation
Topic: Making new monster Groups
Replies: 3
Views: 4255

Re: Making new monster Groups

Awesome, thanks Sutekh!
by Baddock
Mon Nov 10, 2014 3:15 am
Forum: Mod Creation
Topic: Making Breakable Objects not Breakable
Replies: 3
Views: 3360

Re: Making Breakable Objects not Breakable

Wont that make all Cattail entities invulnerable though? What if I want some to still be damaged as normal?
by Baddock
Mon Nov 10, 2014 3:14 am
Forum: Mod Creation
Topic: Beach Secret Doors, what are they?
Replies: 3
Views: 3057

Re: Beach Secret Doors, what are they?

Thanks, that will definitely let me open it with a script, but it would be handy to know what the component type is, so that I know what all I can do with it as well.
by Baddock
Sun Nov 09, 2014 8:36 pm
Forum: Mod Creation
Topic: Beach Secret Doors, what are they?
Replies: 3
Views: 3057

Beach Secret Doors, what are they?

So I tried using the Door component on the Beach_secret_door and it errors out, anyone have any idea what component this actually is? I noticed too that these don't open if you hit z in the preview either... like all other doors.
by Baddock
Sun Nov 09, 2014 8:14 pm
Forum: Mod Creation
Topic: Making Breakable Objects not Breakable
Replies: 3
Views: 3360

Making Breakable Objects not Breakable

So I wanted to use the Cattails from the beach assets, but don't want them to be breakable. I know I can go in and add a new defined object that doesn't have a Health Class, and has no onDie actions to spawn the next version... but my question is: In the editor shouldn't I just be able to place one ...
by Baddock
Sun Nov 09, 2014 7:34 pm
Forum: Mod Creation
Topic: Making new monster Groups
Replies: 3
Views: 4255

Making new monster Groups

Has anyone had any success with making a monster group? This has been my best attempt so far: defineObject{ name = "mummy_pair", baseObject = "base_monster_group", components = { class = "MonsterGroup", name = "monstergroup", monster = {"mummy", &quo...
by Baddock
Thu Nov 06, 2014 12:29 am
Forum: Mod Creation
Topic: Transitions between tilesets.
Replies: 13
Views: 13548

Re: Transitions between tilesets.

This is awesome, thanks for sharing! Any chance you have figured out a good way to transition the Beach and Forest area's? One thing I noticed is that the forest wall and beach walls don't want to go together... Been trying to work around that myself at the moment.
by Baddock
Wed Nov 05, 2014 8:19 pm
Forum: Mod Creation
Topic: Lists of Item Traits
Replies: 2
Views: 2755

Re: Lists of Item Traits

What all will the asset pack provide?
by Baddock
Wed Nov 05, 2014 7:17 pm
Forum: Mod Creation
Topic: Lists of Item Traits
Replies: 2
Views: 2755

Lists of Item Traits

While watching Skugg's tutorial on Alcove puzzles it occurred to me that one thing that no one has compiled yet is a list of existing attributes for all of the existing game items. Does anyone have this list, or know of a good way to look up what each existing item has? If I knew how to find that in...
by Baddock
Wed Nov 05, 2014 7:10 pm
Forum: Mod Creation
Topic: How To End A Game and Game Over when falling into traps ?
Replies: 10
Views: 10139

Re: How To End A Game and Game Over when falling into traps

Well I can tell you that you are seeing the black screen when you fall into the pit because it causes a level transition similar to stairs, but if you don't have a level defined below your current one, or there are walls and not a level then you end up in the "black screen." Not sure how y...