Ask a simple question, get a simple answer
Re: Ask a simple question, get a simple answer
*Is there a command-line switch to run the editor directly?
**Perhaps one to open the editor ~and specify the project file?
**Perhaps one to open the editor ~and specify the project file?
- Eleven Warrior
- Posts: 745
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: Ask a simple question, get a simple answer
RE: Obstacle Unticked.
Ok I am using the Object: sx_autumn_forest_oak_cluster. I untick the (obstacle bow so the party can walk through the Tree Object.)
It works in the editor fine but, when I export my mod and try to walk through the tree object it stops me from walking through?
I disabled the (obstacle) so it seem imam doing something wrong or is it a bug? It seems when the Mod is exported the obstacle is turned back on lol
Ok I am using the Object: sx_autumn_forest_oak_cluster. I untick the (obstacle bow so the party can walk through the Tree Object.)
It works in the editor fine but, when I export my mod and try to walk through the tree object it stops me from walking through?
I disabled the (obstacle) so it seem imam doing something wrong or is it a bug? It seems when the Mod is exported the obstacle is turned back on lol
Re: Ask a simple question, get a simple answer
Item 3 in this post.Eleven Warrior wrote:RE: Obstacle Unticked.
Ok I am using the Object: sx_autumn_forest_oak_cluster. I untick the (obstacle bow so the party can walk through the Tree Object.)
It works in the editor fine but, when I export my mod and try to walk through the tree object it stops me from walking through?
I disabled the (obstacle) so it seem imam doing something wrong or is it a bug? It seems when the Mod is exported the obstacle is turned back on lol
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
- Eleven Warrior
- Posts: 745
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: Ask a simple question, get a simple answer
Thxs Minmay. I think I get it now. The object sx_winter_forest_oak_cluster has minimalSaveState = true,. So that means when the game is saved it reverts back to it's original state correct? Even if I untick the obstacle Box it will revert back right?
Re: Ask a simple question, get a simple answer
Even if I am not minmay: Yes, that's how it goes...
Re: Ask a simple question, get a simple answer
Yes. Well, it's not when the game is saved but rather when the game is loaded from a save. But other than that, you're correct.Eleven Warrior wrote:Thxs Minmay. I think I get it now. The object sx_winter_forest_oak_cluster has minimalSaveState = true,. So that means when the game is saved it reverts back to it's original state correct? Even if I untick the obstacle Box it will revert back right?
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Re: Ask a simple question, get a simple answer
How can i make a flying monster trigger a function?
Normally I would use a floortrigger that starts a script. Sadly, flying monsters doen't seem to activate floortriggers. Is there another way to do that?
One possibility that comes to my mind is to start a timer that runs a script that checks if the monster is on a certain tile - but this seems to me beeing a bit expensive.
Normally I would use a floortrigger that starts a script. Sadly, flying monsters doen't seem to activate floortriggers. Is there another way to do that?
One possibility that comes to my mind is to start a timer that runs a script that checks if the monster is on a certain tile - but this seems to me beeing a bit expensive.
- Zo Kath Ra
- Posts: 937
- Joined: Sat Apr 21, 2012 9:57 am
- Location: Germany
Re: Ask a simple question, get a simple answer
viewtopic.php?f=22&t=8083THOM wrote:How can i make a flying monster trigger a function?
Normally I would use a floortrigger that starts a script. Sadly, flying monsters doen't seem to activate floortriggers. Is there another way to do that?
One possibility that comes to my mind is to start a timer that runs a script that checks if the monster is on a certain tile - but this seems to me beeing a bit expensive.
Re: Ask a simple question, get a simple answer
I would consider just making the monster not fly. A floor trigger is a much better solution.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Re: Ask a simple question, get a simple answer
Code: Select all
--trigger script (works on specific monsters; checks position and elevation.)
do --Add additional monster ids to the monster table.
local monster = {"crowern_1"}
for x = 1, #monster do
findEntity(monster[x]).move:addConnector('onEndAction', self.go.id, 'triggerFunction')
end
end
function triggerFunction(target)
if target.go.x == self.go.x and target.go.y == self.go.y and target.go.elevation == self.go.elevation then
--Do something when triggered
playSound("secret")
hudPrint(target.go.id.." (a "..target.go.name.."), has triggered the function.")
--
end
end
(Trigger script is placed in the center tile.)