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delayedCall(entity, time, function, arg1, arg2, ...)
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delayedCall(self.go.id, 0.3, "turnParty2")
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delayedCall(entity, time, function, arg1, arg2, ...)
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delayedCall(self.go.id, 0.3, "turnParty2")
Oui, ça existe
There's the modding section of the LoG website:
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actif = beach_lever_1:getLeverState()
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actif = 0x5287fc0:getLeverState()
The scripting model has changed in Grimrock 2 from how it was in Grimrock [1]. That will always crash, because the methods are moved to an object's component in Grimrock 2.shayologo wrote: ↑Sun Feb 17, 2019 1:49 pm So i try this...Code: Select all
actif = beach_lever_1:getLeverState()
But it's crash always
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local actif = beach_lever_1.lever:isActivated()
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local actif = beach_lever_1.lever:isDeactivated()
This is effectively the same as a fire puzzle, where the flames (or lava) rise up, and the party wants to avoid burns; also the same as a large spike trap floor, where you have a little time before the entire floor becomes a sharp skewering hazard... This is the equivalent done with poison gas.
Forest_pit_fog can be a solution. It's a square specific object and you can rotate it with worldrotation angles making the fog fall down on you from the sky, make it come out of walls and wall gratings or simply let it move upwards from the ground and floor gratings.