Search found 2762 matches
- Sun Jun 11, 2023 8:30 pm
- Forum: Mod Creation
- Topic: Armature causing silent crash.
- Replies: 7
- Views: 3182
Re: Armature causing silent crash.
If the number of bones turns out to be the problem (I don't know whether it is or not, sorry), I believe a workaround would be to split the model into two meshes and two armatures. This is what the dark acolyte model file (101 bones) does. Up to 64 bones per armature should definitely work, but I ha...
- Tue May 02, 2023 5:25 am
- Forum: Mod Creation
- Topic: loadlib (lua's DLL import function) - crash on function call *SOLVED*
- Replies: 5
- Views: 3293
Re: loadlib (lua's DLL import function) - crash on function call
attempt to call global 'require' (a nil value) When I commented out the "require" line, the error became: attempt to call global 'ffi' (a nil value) These errors suggest that "require" is unavailable in the main game and, thus, ffi is unavailable in the main game. Whatever funct...
- Mon May 01, 2023 10:05 pm
- Forum: Mod Creation
- Topic: loadlib (lua's DLL import function) - crash on function call *SOLVED*
- Replies: 5
- Views: 3293
Re: loadlib (lua's DLL import function) - crash on function call
I think I've read that Grimrock's lua engine isn't vanilla, which would certainly explain it. It's LuaJIT 2.0.0-beta9 with no modifications. I would strongly recommend using LuaJIT's ffi library instead of loadlib, I've used it a bit in Grimrock 2 and found no issues with it. Arguments and return v...
- Sun Apr 30, 2023 10:44 pm
- Forum: Mod Creation
- Topic: Write to another script's global variable?
- Replies: 4
- Views: 2531
- Tue Apr 18, 2023 5:10 am
- Forum: Mod Creation
- Topic: debugDraw
- Replies: 9
- Views: 4380
Re: debugDraw
If you get an error saying "bad object", that means the object has already been destroyed, yes, and skeleton archer arrows (and medusa arrows, and trickster rocks) are indeed destroyed before a WallTriggerComponent's onActivate connector triggers. References to destroyed objects can still ...
- Sun Mar 26, 2023 9:24 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3894
- Views: 2969295
Re: Ask a simple question, get a simple answer
Then, would it be ok to add the destroyObject for the light or particle too? Yes, LightComponent and ParticleComponent both have a destroyObject property, and it's fine to use it on multiple components on the same object (although it rarely makes any sense to put it on more than one of an object's ...
- Sun Mar 26, 2023 10:51 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3894
- Views: 2969295
Re: Ask a simple question, get a simple answer
minorvirgespell_blast will stay in the dungeon forever, yes. You should add "destroyObject = true" to the ParticleComponent.
- Wed Mar 15, 2023 10:58 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3894
- Views: 2969295
Re: Ask a simple question, get a simple answer
Yes, you can easily show a champion's cooldown rate like any other stat, just call Champion:getCurrentStat("cooldown_rate") to obtain it.
- Wed Mar 15, 2023 8:09 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3894
- Views: 2969295
Re: Ask a simple question, get a simple answer
onComputeCooldown hooks stack multiplicatively with each other, so Quick and Uncanny Speed (the Dodge 3 trait) stack.
Bracelet of Tirin does not modify the actual cooldown of actions, instead it makes the wearer's cooldowns elapse faster, by adding 15 to the cooldown_rate stat.
Bracelet of Tirin does not modify the actual cooldown of actions, instead it makes the wearer's cooldowns elapse faster, by adding 15 to the cooldown_rate stat.
- Tue Mar 14, 2023 1:30 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3894
- Views: 2969295
Re: Ask a simple question, get a simple answer
You cannot feasibly do either of those things from the in-game console. The cooldown inflicted by attacks depends on the results of onComputeCooldown hooks.