What exactly is your intended use of the test?zimberzimber wrote:Looks useful, except I have absolutely no idea on how to use tables.![]()
Help please?
Ask a simple question, get a simple answer
Re: Ask a simple question, get a simple answer
- Zo Kath Ra
- Posts: 940
- Joined: Sat Apr 21, 2012 9:57 am
- Location: Germany
Re: Ask a simple question, get a simple answer
Here you gozimberzimber wrote:Looks useful, except I have absolutely no idea on how to use tables.![]()
Help please?

Tables: https://www.lua.org/pil/2.5.html
Table Constructors: https://www.lua.org/pil/3.6.html
- Eleven Warrior
- Posts: 752
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: Ask a simple question, get a simple answer
Hi all.
Has anyone got these objects with the Scrips, Models and Textures: ball_chain and trap_trigger_pendulum?
They were on the forum ages ago and I did have them but, had hard drive problems.
Has anyone got these objects with the Scrips, Models and Textures: ball_chain and trap_trigger_pendulum?
They were on the forum ages ago and I did have them but, had hard drive problems.
- Zo Kath Ra
- Posts: 940
- Joined: Sat Apr 21, 2012 9:57 am
- Location: Germany
Re: Ask a simple question, get a simple answer
viewtopic.php?f=22&t=7913Eleven Warrior wrote:Hi all.
Has anyone got these objects with the Scrips, Models and Textures: ball_chain and trap_trigger_pendulum?
They were on the forum ages ago and I did have them but, had hard drive problems.
Re: Ask a simple question, get a simple answer
Hi All
Has anyone got a LOG 2 working 'leech_worm' scripts, model, and textures? I had found one way back but does not seem to work
Any help appreciated thx in advance.
Has anyone got a LOG 2 working 'leech_worm' scripts, model, and textures? I had found one way back but does not seem to work
Any help appreciated thx in advance.
Re: Ask a simple question, get a simple answer
Here is my definition.
You have to define a new attack sound (like i did) or enter one of the existing sounds.
And of course you have to have the model and the texture-files.
You know how to script a new monster into your mod?
EDIT: Sorry, I see, you don't have the needed files. If you PM me an email-adress, I can send them to you.
You have to define a new attack sound (like i did) or enter one of the existing sounds.
And of course you have to have the model and the texture-files.
You know how to script a new monster into your mod?
EDIT: Sorry, I see, you don't have the needed files. If you PM me an email-adress, I can send them to you.
Code: Select all
defineSound{
name = "worm_attack_DM",
filename = "mod_assets/monsters/worm/DM_worm.wav",
loop = false,
volume = 1,
minDistance = 1,
maxDistance = 4,
}
defineObject{
name = "worm",
baseObject = "base_monster",
tags = {"monster" },
components = {
{
class = "Model",
model = "mod_assets/monsters/worm/leech_worm.fbx",
storeSourceData = true,
},
{
class = "Animation",
name = "animation",
currentLevelOnly = true,
animations = {
idle = "assets/animations/monsters/snail/snail_idle.fbx",
moveForward = "assets/animations/monsters/snail/snail_walk.fbx",
turnLeft = "assets/animations/monsters/snail/snail_turn_left.fbx",
turnRight = "assets/animations/monsters/snail/snail_turn_right.fbx",
attack = "assets/animations/monsters/snail/snail_attack.fbx",
getHitFrontLeft = "assets/animations/monsters/snail/snail_get_hit_front_left.fbx",
getHitFrontRight = "assets/animations/monsters/snail/snail_get_hit_front_right.fbx",
getHitBack = "assets/animations/monsters/snail/snail_get_hit_back.fbx",
getHitLeft = "assets/animations/monsters/snail/snail_get_hit_left.fbx",
getHitRight = "assets/animations/monsters/snail/snail_get_hit_right.fbx",
fall = "assets/animations/monsters/snail/snail_get_hit_front_left.fbx",
},
},
{
class = "Monster",
meshName = "leech_worm_mesh",
health = 90,
evasion = 0,
protection = 10,
exp = 120,
traits = { "animal" },
hitEffect = "hit_goo",
capsuleHeight = 0.2,
capsuleRadius = 0.7,
hitSound = "snail_hit",
dieSound = "snail_die",
resistances = { ["poison"] = "absorb", ["fire"] = "vulnerable" },
immunities = { "sleep", "stunned", "blinded", "burning", "poison" },
},
{
class = "MeleeBrain",
name = "brain",
sight = 2.5,
},
{
class = "MonsterMove",
name = "move",
sound = "snail_walk",
resetBasicAttack = false,
turnDir = 0,
cooldown = 6,
},
{
class = "MonsterTurn",
name = "turn",
sound = "snail_walk",
cooldown = 2,
},
{
class = "MonsterAttack",
name = "basicAttack",
-- sound = "snail_attack",
sound = "worm_attack_DM", --works only, if new sound is defined
cooldown = 3,
attackPower = 6,
animationSpeed = 1,
animation = "attack",
causeCondition = "poison",
conditionChance = 17,
},
}
}
defineMaterial{
name = "leech_worm_mat",
diffuseMap = "mod_assets/monsters/worm/leech_worm_diffuse.tga",
specularMap = "mod_assets/monsters/worm/leech_worm_spec.tga",
normalMap = "mod_assets/monsters/worm/leech_worm_normal.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 200, --25
depthBias = 0,
}
Re: Ask a simple question, get a simple answer
If I import your leech worm it works, but gives the error "cant find a head node" and all if it's attacks miss the party
how do I fix this?
how do I fix this?
Re: Ask a simple question, get a simple answer
concerning question on:
viewtopic.php?f=22&t=7997&p=90818#p90818
concerning question two:
I have no idea.
Maybe it has something to do that I also use the LoG1 Snail with all it's definitions. Probably the animation definitions are requiered here...
viewtopic.php?f=22&t=7997&p=90818#p90818
concerning question two:
I have no idea.

Maybe it has something to do that I also use the LoG1 Snail with all it's definitions. Probably the animation definitions are requiered here...
Re: Ask a simple question, get a simple answer
One also needs the animation events defined for each attack ~or they don't happen, and the monster never hits or does damage.
Animation events are monster specific ~technically per fbx file.
You define the fbx for the event, the event, and the animation frame that the event takes place at...
(Where it happens during the animation.)
example from the snail:
Animation events are monster specific ~technically per fbx file.
You define the fbx for the event, the event, and the animation frame that the event takes place at...
(Where it happens during the animation.)
example from the snail:
Code: Select all
defineAnimationEvent{
animation = "assets/animations/monsters/snail/snail_attack.fbx",
event = "attack",
frame = 13,
}
Re: Ask a simple question, get a simple answer
Hi THOM
I got the leech worm working OK, but had to alter attack sound to 'snail_attack' as I did not have DM_worm wav file.
So once again thx for your help.
I got the leech worm working OK, but had to alter attack sound to 'snail_attack' as I did not have DM_worm wav file.
So once again thx for your help.