Code: Select all
GameMode.completeGame()
Code: Select all
function quit()
GameMode.completeGame("assets/videos/outro1.ivf")
end
Code: Select all
GameMode.completeGame()
Code: Select all
function quit()
GameMode.completeGame("assets/videos/outro1.ivf")
end
Code: Select all
defineObject{
name = "ratling_cannon_monster_test",
baseObject = "base_monster",
components = {
{
class = "Model",
model = "assets/models/monsters/ratling2.fbx",
storeSourceData = true, -- must be enabled for mesh particles to work
offset = vec(0, 0, 0),
rotation = vec(0,45,0),
},
{
class = "Animation",
animations = {
idle = "assets/animations/monsters/ratling/ratling2_idle.fbx",
moveForward = "assets/animations/monsters/ratling/ratling2_walk.fbx",
turnLeft = "assets/animations/monsters/ratling/ratling2_turn_left.fbx",
turnRight = "assets/animations/monsters/ratling/ratling2_turn_right.fbx",
turnAround = "assets/animations/monsters/ratling/ratling2_turn_around.fbx",
attack = "assets/animations/monsters/ratling/ratling2_attack.fbx",
turnAttackLeft = "assets/animations/monsters/ratling/ratling2_turn_attack_left.fbx",
turnAttackRight = "assets/animations/monsters/ratling/ratling2_turn_attack_right.fbx",
rangedAttack = "assets/animations/monsters/ratling/ratling2_ranged_attack.fbx",
getHitFrontLeft = "assets/animations/monsters/ratling/ratling2_get_hit_front_left.fbx",
getHitFrontRight = "assets/animations/monsters/ratling/ratling2_get_hit_front_right.fbx",
getHitBack = "assets/animations/monsters/ratling/ratling2_get_hit_back.fbx",
getHitLeft = "assets/animations/monsters/ratling/ratling2_get_hit_left.fbx",
getHitRight = "assets/animations/monsters/ratling/ratling2_get_hit_right.fbx",
fall = "assets/animations/monsters/ratling/ratling2_get_hit_front_left.fbx",
alert = "assets/animations/monsters/ratling/ratling2_alert.fbx",
},
currentLevelOnly = true,
},
{
class = "Model",
name = "cannon",
model = "mod_assets/models/naval_cannon_complete.fbx",
offset = vec(-0.25, -1.35, 0.25),
rotation = vec(0, 0, 0),
parentNode = "head",
},
In the GMT choose the root node.Eleven Warrior wrote: ↑Fri Mar 27, 2020 3:35 am In the program Grimrock Model Toolkit i'm trying to add (gate node) to an wall but it wont say the name gate node in the nodes selection. So the wall becomes a door.
I can make the wall a door np but as soon as I run the editor is say the wall has no gate node.
arghhh, ok, thanks for the answer
Code: Select all
defineObject{
name = "rapier_3",
baseObject = "base_item",
components = {
{
class = "Model",
model = "assets/models/items/rapier.fbx",
},
{
class = "Item",
uiName = "The Diamond Sword",
gfxIndex = 338,
gfxIndexPowerAttack = 429,
impactSound = "impact_blade",
weight = 2.6,
traits = { "light_weapon", "sword", "berserker_weapon", "epic" },
description = "The rapier of Jean Bart, the legendary pirate. It is said that he has slayed 13 drakes with this sword during the Dragon's War. A succesful hit replenishes its power attack.",
secondaryAction = "Dfire",
onUnequipItem = function(self,champion,slot)
party.berserkerScript.weaponUnequip(self,champion,slot)
end,
},
{
class = "EquipmentItem",
slot = "Weapon",
dexterity = 7,
},
{
class = "Particle",
particleSystem = "manabind_64",
emitterMesh = "assets/models/items/rapier.fbx",
},
{
class = "Counter",
name = "collection",
value = 0,
},
{
class = "MeleeAttack",
attackPower = 105,
accuracy = 10,
cooldown = 3.5,
pierce = 10,
swipe = "thrust",
requirements = { "critical", 2, "epic_weapons", 3 },
onHitMonster = function(self, monster, tside, damage, champion)
local doDebug = false
local currentCount = self.go.collection:getValue()
local amountLow = (damage / 5)
local amountHigh = (damage / 2)
local collectedCount = math.random(amountLow, amountHigh)
if doDebug then print("currentCount:", currentCount) end
if doDebug then print("Low:",amountLow,"High:", amountHigh) end
if doDebug then print("Collected:", collectedCount) end
self.go.collection:setValue(currentCount + collectedCount)
if doDebug then print("New Count:", self.go.collection:getValue()) end
if self.go.collection:getValue() >= 100 then
local currentCharges = self.go.Dfire:getCharges()
if currentCharges < 3 then
if doDebug then print("Charge added, resetting count.") end
self.go.Dfire:setCharges(currentCharges + 1)
self.go.collection:setValue(0)
hudPrint("The Diamond Sword screams with power.")
else
self.go.collection:setValue(0)
end
end
end,
},
{
class = "CastSpell",
name = "Dfire",
uiName = "Dark Fire",
cooldown = 5,
spell = "darkburst",
energyCost = 80,
power = 30,
charges = 3,
requirements = { "concentration", 2 },
},
},
tags = { "weapon" },
}
I haven't checked the script yet, but...