Search found 2762 matches
- Wed Sep 14, 2022 5:36 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3894
- Views: 2969527
Re: Ask a simple question, get a simple answer
Instead of an obstacle, return false from the PartyComponent.onMove hook, this will immediately set the party to the idle state. The same trick works with PartyComponent:turn() and the onTurn hook.
- Wed Sep 14, 2022 5:33 am
- Forum: Grimrock 1 Discussion
- Topic: Sword deals 0 damage almost all the time!!!
- Replies: 3
- Views: 11384
Re: Sword deals 0 damage almost all the time!!!
Because they do the least damage, due to having the worst speeds.
- Sat Sep 10, 2022 7:19 am
- Forum: Mod Creation
- Topic: Not Enough Memory
- Replies: 4
- Views: 3345
Re: Not Enough Memory
The thing that usually "sets off" out of memory errors is saving the game, because it creates a big chunk of data and makes a compressed copy of that big chunk of data, using an even bigger amount of memory. The standard assets, despite being "only" about 1GB, already push you fa...
- Wed Aug 24, 2022 9:36 pm
- Forum: Grimrock 2 Discussion
- Topic: Lnux LoG2?
- Replies: 2
- Views: 4752
Re: Lnux LoG2?
When running in Wine or Proton, you may also get better results by using the OpenGL renderer instead of the default one. This can be done with a relatively small amount of hex editing: 1. Open your grimrock2.dat in a hex editor. Find the string "tooltipDelay" followed by the byte 0B follow...
- Sun May 29, 2022 9:04 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3894
- Views: 2969527
Re: Ask a simple question, get a simple answer
DoorComponent uses the bounding box of the gate node (for normal doors) or the door_left and door_right nodes (for double doors) for projectile and FirearmAttackComponent collision. The problem here is that two of the door models in that asset pack have empty gate nodes. You can fix this by shufflin...
- Tue May 03, 2022 9:44 am
- Forum: Grimrock 1 Discussion
- Topic: Console commands
- Replies: 5
- Views: 15859
- Mon May 02, 2022 5:12 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3894
- Views: 2969527
Re: Ask a simple question, get a simple answer
This is quite complicated to do in a way that works. The skillModifiers field may be relevant. You'll need to manage skill traits by hand no matter what approach you use (because adding skill traits can be automatic, but removing them when skill levels decrease is not). If you use skillModifiers, yo...
- Mon Apr 25, 2022 5:26 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3894
- Views: 2969527
Re: Ask a simple question, get a simple answer
You can also use to check if they're carrying the scroll, including in containers.
Code: Select all
party:isCarrying(itemName)
- Tue Mar 08, 2022 4:34 am
- Forum: Mod Creation
- Topic: Portal Problem
- Replies: 1
- Views: 3210
Re: Portal Problem
Going through a portal sets the time multiplier to 0.3, disables controls, and fades out the screen. You can undo the effects like this:
Code: Select all
GameMode.setTimeMultiplier(1)
GameMode.setEnableControls(true)
GameMode.fadeIn(0,0)
- Thu Jan 27, 2022 10:41 am
- Forum: Mod Creation
- Topic: Export game acts different
- Replies: 2
- Views: 3700
Re: Export game acts different
That object has minimalSaveState, so when the game is saved and loaded, only its map position is preserved. Any changes you made to it, such as disabling Components, are lost.