Search found 14 matches

by Mortis_of_Midian
Fri Jul 22, 2016 11:20 pm
Forum: Mod Creation
Topic: Breakable Obstacles triggering other things
Replies: 6
Views: 5769

Re: Breakable Obstacles triggering other things

Isaac, excellent! Thank you, I was hoping there was a solution that didn't involve custom objects as I don't want to get into that just yet. :-) Having said that I'm starting to feel the need for 2 Custom objects, both based on the Fire Trap Rune - an arrow marked on the floor and a magic circle - s...
by Mortis_of_Midian
Thu Jul 21, 2016 11:07 pm
Forum: Mod Creation
Topic: Breakable Obstacles triggering other things
Replies: 6
Views: 5769

Re: Breakable Obstacles triggering other things

Thanks guys :) Minmay's correction to my code worked, but triggered the door when the original object died. So … it looks like I'm treading into the territory of defining new objects and here come my next (newbie) question: where do I enter the defineObject code that Zo Kath Ra has kindly worked out...
by Mortis_of_Midian
Thu Jul 21, 2016 4:04 pm
Forum: Mod Creation
Topic: Breakable Obstacles triggering other things
Replies: 6
Views: 5769

Breakable Obstacles triggering other things

Yet another question from me because things don't work quite the way I'd expect The basic aim here is to have a room full of breakable obstacles (example: terracotta_jars_block) and have the player break them all to open a door (via a counter). I also like elsewhere in my dungeon to have breakable o...
by Mortis_of_Midian
Thu Jul 21, 2016 3:58 pm
Forum: Mod Creation
Topic: trapdoors
Replies: 3
Views: 3827

Re: trapdoors

If you want a trapdoor to detect if somthing is placed on it try putting a Floor Trigger in the same square as your TrapDoor and linking your script to that
by Mortis_of_Midian
Tue Jul 19, 2016 1:14 pm
Forum: Mod Creation
Topic: Spawning Monster with Connectors and/or Dropped Items?
Replies: 3
Views: 3830

Re: Spawning Monster with Connectors and/or Dropped Items?

Thanks again guys - I had a brief chance to try it out this morning, all working perfectly :-)
by Mortis_of_Midian
Mon Jul 18, 2016 5:58 pm
Forum: Mod Creation
Topic: Spawning Monster with Connectors and/or Dropped Items?
Replies: 3
Views: 3830

Spawning Monster with Connectors and/or Dropped Items?

How do I go about adding connectors (onDie) or Items to a monster spawned from a script? Example spawn script line spawn("uggardian", 4, 15, 26, 1, 0) Is there something I can add to the end of this? Eg: :addItem / addConnector:onDie ? Sorry if this has been asked before, I've a had a good...
by Mortis_of_Midian
Tue Jul 05, 2016 4:09 pm
Forum: Mod Creation
Topic: Problem with 'Surface Contains' script Please Help
Replies: 12
Views: 13513

Re: Problem with 'Surface Contains' script Please Help

Thanks guys, between all your suggestions I've got it working exactly how I wanted.

I'll credit you all in my mod when it is finished and uploaded :)
by Mortis_of_Midian
Mon Jul 04, 2016 11:33 am
Forum: Mod Creation
Topic: Problem with 'Surface Contains' script Please Help
Replies: 12
Views: 13513

Re: Problem with 'Surface Contains' script Please Help

Thanks I shall be having an experiment with all this today
by Mortis_of_Midian
Sun Jul 03, 2016 10:57 pm
Forum: Mod Creation
Topic: Problem with 'Surface Contains' script Please Help
Replies: 12
Views: 13513

Re: Problem with 'Surface Contains' script Please Help

If it's just a visual prop (that they never touch before it's gone), then it doesn't actually need to be the functional item. You could make it part of the altar, and disable it when it needs to vanish. Ah no, the characters need to be able to handle the club. I've got a puzzle where you need to tr...
by Mortis_of_Midian
Sun Jul 03, 2016 10:21 pm
Forum: Mod Creation
Topic: Problem with 'Surface Contains' script Please Help
Replies: 12
Views: 13513

Re: Problem with 'Surface Contains' script Please Help

Here's a thought - is there a way to make teleporter do the 'detecting' rather than the altar?

I will also try the code posted above tomorrow, thanks guys