I don't want a lot of damage in a single spell. I want 7 x 7 zone blanketed with a small amount of continuous damage and the blast component doesn't really solve this. No I'm not asking for help with implementing what I'm going for. I believe all I really need to do is have a script that when ran has the monster wait a specific time, then check the X.Y.Z of the party. Then if the party is at that coordinate, say the tile is blocked; otherwise teleport the monster to the tile. This probably will need to be done via a script in a custom monster as part of the AI. Though I could setup this to be inside the map as well, probably not as clean though.zimberzimber wrote:I don't know why the script is not triggering for you. Try adding a few print lines to see if it reaches a certain point and stop.
Also make sure you're spawning them on the correct level, because right now they spawn on the first level.
I also don't see a reason to spawn a lot of explosions on on tile. If you just want it to deal a lot of damage, set the tile damager power to a higher value.
And are you asking for help implementing what you're going for?
I'm trying to figure out why the script I'm using instead of placing and linking 42 spawner objects doesn't work when I have a nearly identical script on the very same map that does work. I'm fairly confident that height 1 is the correct height here as all my other spells on the map at height 1 work fine, but for sake of testing I did test height 0, and height 2. Which produced the exact same result.
Interesting idea, what I did was added a hudPrint("Working") to the line to see if the script was indeed triggering at all, and for good measure I set it to trigger only once. Here's the thing that happened. It spawned dialog multiple times in the first activation as if it was running a multiple times within a millisecond time frame instead of running just once. To make sure I added additional hudprints to see if it was indeed looping and it is. So for some reason triggering this script once is causing it to run multiple times. Or at least the hudPrint portion of it until the flag to turn off the timer kicks in. How many times I have no idea due to the 5 line limit of hudPrint. I'll try a simple print to the console next though.Isaac wrote:Is it at all possible that the plate isn't calling the script?
What happens when you trigger the script via console?
I'm not sure how to activate the script from the console in the editor.... but I'm becoming more and more convinced that this has to do more with the dungeon itself and less the script. Perhaps my dungeon file has become corrupted?
Edit:
Here's the raw dungeon editor that I'm working with on this, starting location is in the room that I'm having problems with, maybe this will help?
Link is to Microsoft OneDrive:
https://1drv.ms/f/s!Ago61wngbtWYiDFl2K8dOk8RxrxA