Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
Zo Kath Ra
Posts: 940 Joined: Sat Apr 21, 2012 9:57 am
Location: Germany
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by Zo Kath Ra » Sun Nov 01, 2020 11:09 am
IttaBitta wrote: ↑ Sun Nov 01, 2020 3:22 am
neeeeeeeeeew question
how would I go about making a button that dispenses cheese into an alcove or on to an altar
I can easily get it to spawn on the floor but that is gross :V
After spawning the item, add it to the altar's surface component:
http://www.grimrock.net/modding/scripting-reference/
SurfaceComponent:addItem(item)
The function parameter must be an item component, not an entity:
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altar_1.surface:addItem(spawn("cheese").item)
hyteria
Posts: 266 Joined: Sat Dec 29, 2012 8:22 pm
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by hyteria » Sun Nov 01, 2020 12:39 pm
hello everybody
i look for a script for grimrock 2 who remove a secret button
thx !
ratman
Posts: 159 Joined: Fri Jan 10, 2020 1:13 am
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by ratman » Sun Nov 01, 2020 4:21 pm
This script should work:
(Change secret_button_1 to the id of your own button)
hyteria
Posts: 266 Joined: Sat Dec 29, 2012 8:22 pm
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by hyteria » Sun Nov 01, 2020 5:16 pm
many thx !!
, this work but the problem now it s that remove the wall too (well he becomme transparent)
maybee i can fix it by adding a secret wall but dunno the command to make something appear somewhere
Isaac
Posts: 3188 Joined: Fri Mar 02, 2012 10:02 pm
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by Isaac » Sun Nov 01, 2020 8:29 pm
The secret button assets include the walls too. If you just want the button to stop working, then disable the clickable component:
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secret_button_1.clickable:disable()
Otherwise, if you want it to look like it was never there, then you must replace the button-wall with a regular one.
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dungeon_secret_button_large_1:spawn("dungeon_wall_01")
dungeon_secret_button_large_1:destroy()
hyteria
Posts: 266 Joined: Sat Dec 29, 2012 8:22 pm
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by hyteria » Sun Nov 01, 2020 8:37 pm
many thx for help ! it was a long time i didn t create a map
i gonna try this i keep you informed !
hyteria
Posts: 266 Joined: Sat Dec 29, 2012 8:22 pm
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by hyteria » Sun Nov 01, 2020 10:01 pm
ok so i tried
Code: Select all
function destroybutton()
oneuse:spawn("ctomb_secret_wall_25")
oneuse:destroy()
end
but this doesn t work : undefined object ctomb_secret_wall_25
:/
oneuse if the name on secret button
ratman
Posts: 159 Joined: Fri Jan 10, 2020 1:13 am
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by ratman » Sun Nov 01, 2020 10:40 pm
Do you have an object in your mod called that? Try just 'ctomb_secret_wall'
Isaac
Posts: 3188 Joined: Fri Mar 02, 2012 10:02 pm
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by Isaac » Sun Nov 01, 2020 10:42 pm
The spawn function expects the name of a template object, not an instance Id. So in the case of the tomb tile-set, it should be:
Code: Select all
function destroybutton()
oneuse:spawn("tomb_wall_01")
oneuse:destroy()
end
*This makes a very obvious physical change to the wall. There is also the Disable Self option in the button component; in the object inspector. That will disable the button on the first use.
hyteria
Posts: 266 Joined: Sat Dec 29, 2012 8:22 pm
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by hyteria » Mon Nov 02, 2020 12:03 am
it work ! thx
i think i have understand the logic i changed tomb_wall_01 for ctomb_wall_01 to get the correct wall tileset !
many thx !