Ask a simple question, get a simple answer
Re: Ask a simple question, get a simple answer
Maybe this helps:
There is an explanation for the getWorldPosition values, which are the same, you use with setWorldPosition
https://github.com/JKos/log2doc/wiki/Ob ... gameobject
There is an explanation for the getWorldPosition values, which are the same, you use with setWorldPosition
https://github.com/JKos/log2doc/wiki/Ob ... gameobject
In order to get to the other side of the pit you have to get hit by the fireball and die....
Yep.....moving on!
Yep.....moving on!
Re: Ask a simple question, get a simple answer
Xardas wrote:Code: Select all
function setexp() for i = 1, "highest monsternumber" do --put index here local monster = findEntity("monster_"..i) if monster then monster. monster:setExp(0) end end end delayedCall(self.go.id, 0.1, "setexp") --calls the function at the start of the game
This works wonderfully in more ways then I would have imagined,
Not only does the script work for the entire mod and thus multiple maps.
I can also add multiple script entities with beasts/undeads etc... basically create categories.
to give custom amounts of experience any way I see fit.
Or to keep things more simple rename all mobs for each map into a different category. to not lose track of high amount of numbers.
This is just awesome.
Re: Ask a simple question, get a simple answer
Next question, I would like to enforce Ironman mode with the one and only healing crystal in the town to save your game there.
Creating a risk vs reward mechanic venturing out to other maps.
Also creating a more hardcore experience where save scumming is completely disabled.
Is there any way to enforce ironman mode?
Creating a risk vs reward mechanic venturing out to other maps.
Also creating a more hardcore experience where save scumming is completely disabled.
Is there any way to enforce ironman mode?
Re: Ask a simple question, get a simple answer
You do realize with this design decision alone you're alienating a good 50% of the already-low number of potential players, right?Pompidom wrote:Next question, I would like to enforce Ironman mode with the one and only healing crystal in the town to save your game there.
Creating a risk vs reward mechanic venturing out to other maps.
Also creating a more hardcore experience where save scumming is completely disabled.
Is there any way to enforce ironman mode?
It's also simply bad, dull design. It's not risk vs reward, it's just an annoying trip back to town every time you're low on health and resources.
This is great, thanks! I didn't think of looking at the "get" section! <3Xardas wrote: Maybe this helps:
There is an explanation for the getWorldPosition values, which are the same, you use with setWorldPosition
https://github.com/JKos/log2doc/wiki/Ob ... gameobject
Re: Ask a simple question, get a simple answer
No.Pompidom wrote:Is there any way to enforce ironman mode?
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
Any way to avoid z-fighting in the pillar textures when putting castle_wall_grating next to one another or next to castle walls?
Edit - Figured it out, you can disable the 'frame' component as needed.
Edit - Figured it out, you can disable the 'frame' component as needed.
Re: Ask a simple question, get a simple answer
How can I make a walltrigger react only to spells, not items, but still accept any projectile spell?
I found a script by minmay that checks for the type of fireball used, with a script entity placed in the walltrigger tile, with walltrigger accepting "any" and hitting up the script on activation:
I expanded that to include all types of frost, poison and lightning bolts but in the end, it just crashes with "attempt to index field 'go' (a nil value)".
Any idea how I can make that work?
I found a script by minmay that checks for the type of fireball used, with a script entity placed in the walltrigger tile, with walltrigger accepting "any" and hitting up the script on activation:
Code: Select all
function checkReceptor(walltrigger, projectile)
if projectile.go.name == "fireball_small" or projectile.go.name == "fireball_medium" or projectile.go.name == "fireball_large" then
receptor_door_1.controller:toggle()
end
end
Any idea how I can make that work?
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Re: Ask a simple question, get a simple answer
projectile is an entity, not a component.Curunir wrote:Any idea how I can make that work?
Code: Select all
function checkReceptor(walltrigger, projectile)
if projectile.name == "fireball_small" or projectile.name == "fireball_medium" or projectile.name == "fireball_large" then
receptor_door_1.controller:toggle()
end
end
Re: Ask a simple question, get a simple answer
Works like a charm, thanks!
Re: Ask a simple question, get a simple answer
https://ibb.co/e5BTY8
https://ibb.co/b5UJGT
https://ibb.co/dSUtGT
https://ibb.co/jBs8i8
I'm looking for chairs, are there any custom chair objects out there?
A bench would be suitable as well.
Anything is fine, offsetting some random wood object down the Z axis so it looks like a bench like in the 2nd screenshot would be okay
The best I can come up with is jamming the throne from DM into the ground moving it closer to the table.
https://ibb.co/b5UJGT
https://ibb.co/dSUtGT
https://ibb.co/jBs8i8
I'm looking for chairs, are there any custom chair objects out there?
A bench would be suitable as well.
Anything is fine, offsetting some random wood object down the Z axis so it looks like a bench like in the 2nd screenshot would be okay

The best I can come up with is jamming the throne from DM into the ground moving it closer to the table.