Search found 69 matches
- Fri Mar 27, 2015 2:58 pm
- Forum: Custom Dungeons
- Topic: Grimrock Unlimited: A Procedurally Generated Adventure
- Replies: 87
- Views: 99140
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Updating to the latest version should fix that!
- Mon Mar 16, 2015 8:28 am
- Forum: Custom Dungeons
- Topic: Grimrock Unlimited: A Procedurally Generated Adventure
- Replies: 87
- Views: 99140
Re: Grimrock Unlimited: A Procedurally Generated Adventure
I just put all the dungeon files up for download on the original post if anyone's interested. Feel free to use them however you wish, build onto it, use bits and pieces for your own stuff, whatever. I will warn you though, this was my very first attempt at LUA, so a lot of the core structure and stu...
- Tue Dec 30, 2014 5:08 am
- Forum: Custom Dungeons
- Topic: Grimrock Unlimited: A Procedurally Generated Adventure
- Replies: 87
- Views: 99140
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Fixed the crash! Thanks for the heads up, elpusher.
It was caused by slightly changing the world position of a bookshelf .
It was caused by slightly changing the world position of a bookshelf .
- Tue Dec 30, 2014 5:01 am
- Forum: Support and Tech Discussion
- Topic: Custom dungeon crash when saving.
- Replies: 2
- Views: 5711
Re: Custom dungeon crash when saving.
I believe I've found what's causing the issue: spawn("castle_wall_bookshelf_01", level_index, herei, herej, bookcase_facing, 0, bookcase_ID) vector = findEntity(bookcase_ID):getWorldPosition() vector[2] = vector[2] - 0.45 findEntity(bookcase_ID):setWorldPosition(vector) Spawning in a books...
- Tue Dec 30, 2014 4:03 am
- Forum: Support and Tech Discussion
- Topic: Custom dungeon crash when saving.
- Replies: 2
- Views: 5711
Custom dungeon crash when saving.
I'm getting a crash anytime when saving the game on my custom dungeon:
Does anyone have any insight on what could cause a crash like this? There don't appear to be any other crashes or issues during normal play.
Does anyone have any insight on what could cause a crash like this? There don't appear to be any other crashes or issues during normal play.
- Tue Dec 30, 2014 3:35 am
- Forum: Custom Dungeons
- Topic: Grimrock Unlimited: A Procedurally Generated Adventure
- Replies: 87
- Views: 99140
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Welp, that's no good. That error message tells me absolutely nothing, as well.
I guess i'll try taking things out one by one and see what's causing it.
I guess i'll try taking things out one by one and see what's causing it.
- Mon Dec 29, 2014 1:38 am
- Forum: Custom Dungeons
- Topic: Grimrock Unlimited: A Procedurally Generated Adventure
- Replies: 87
- Views: 99140
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Courtesy of Minmay: GameObject:getPosition() returns only the x position in some circumstances in 2.1.17, if you update to 2.1.18 it should fix the issue. Yeah sure, I'll dump the sources when I stop working on it. Also happy to share any specific sections if anyone is interested. I will say though,...
- Sun Dec 28, 2014 11:31 am
- Forum: Custom Dungeons
- Topic: Grimrock Unlimited: A Procedurally Generated Adventure
- Replies: 87
- Views: 99140
Re: Grimrock Unlimited: A Procedurally Generated Adventure
That error's due to a bug in Grimrock that is fixed in version 2.1.18
- Sun Dec 21, 2014 6:52 am
- Forum: Mod Creation
- Topic: Changing Fireballs to Blobs
- Replies: 4
- Views: 4255
Re: Changing Fireballs to Blobs
Alrighty, this should do the trick: hit_player = false function spawnFireball() -- trigger this via timer if hit_player == false then spawn ("fireball_medium", 1, 15, 12, 2, 0).projectile:addConnector("onProjectileHit","myScript","fireballHit") else spawn (&qu...
- Sat Dec 20, 2014 5:04 pm
- Forum: Mod Creation
- Topic: Changing Fireballs to Blobs
- Replies: 4
- Views: 4255
Re: Changing Fireballs to Blobs
The onProjectileHit(self,what,entity) hook is what you're after. So everytime a fireball is spawned in, add a connector: spawn("fire_ball", ...........).projectile:addConnector("onProjectileHit","myScript","myFunction") I imagine the "what" value tha...