I'm stumped... help!
- resonansER
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Re: I'm stumped... help!
Now it's work! Thank you!
- Shadowfied
- Posts: 47
- Joined: Wed Apr 11, 2012 10:42 pm
Re: I'm stumped... help!
Yeah, I thought you had to put the name of the specific key you wanted to use. So I put "brass_key_1". That would be a lot better IMO, so you can decide which specific key fits where, oh well.Montis wrote:What he means is that you can swap out the yellow part below to any key object that exists, afterwards it should work with that kind of key.
dungeon_door_wooden_locked_1:setOpenedBy("iron_key")
Re: I'm stumped... help!
I guess you have to limit what keys are available as its the object type rather than an instance of the object that is checked forShadowfied wrote:Yeah, I thought you had to put the name of the specific key you wanted to use. So I put "brass_key_1". That would be a lot better IMO, so you can decide which specific key fits where, oh well.Montis wrote:What he means is that you can swap out the yellow part below to any key object that exists, afterwards it should work with that kind of key.
dungeon_door_wooden_locked_1:setOpenedBy("iron_key")
- Montis
- Posts: 340
- Joined: Sun Apr 15, 2012 1:25 am
- Location: Grimrock II 2nd playthrough (hard/oldschool)
Re: I'm stumped... help!
If you want to use very specific keys for each lock (that might or might not look the same), you can add additional key types with the cloneObject in the items.lua. I can't confirm that it will work, but I'm quite sure it should.
Re: I'm stumped... help!
Ok, now that I have the various colored gem socket "keys" figured out, is there any way for me to prevent the party from taking the gem back out once it's inserted?
Re: I'm stumped... help!
How do you do that?petri wrote:This is a little bit involved. The basic idea is to place eye_socket_left and eye_socket_right into the same cell as the daemon head. By default eye_socket objects only accept blue_gems so you have to override their onInsertItem functions.