Search found 2762 matches

by minmay
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...
by minmay
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...
by minmay
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...
by minmay
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 ...
by minmay
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 ...
by minmay
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.
by minmay
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.
by minmay
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.
by minmay
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.