Dungeon Editor Public Beta
Re: Dungeon Editor Public Beta
then all I can say is try again. Just subscribe to all of them on the list, one at a time. They will be downloaded and put in the right place automatically. I never actually looked in that folder myself. The only "large" one is "This Rotten Place" at around 10mb, so if you have a very slow connection maybe it didn't download fast enough last time.
Finished Dungeons - complete mods to play
Re: Dungeon Editor Public Beta
Three questions:
1)Is it possible to create a dungeon that uses only one character, or is it required that all 4 members are present?
2)Is it possible to add a lock directly on a door, or does it have to be on an empty wall spot?
3)I have a brass key inside an alcove. How do I point a 'lock' to be opened by that key inside the alcove?
Thanks!
1)Is it possible to create a dungeon that uses only one character, or is it required that all 4 members are present?
2)Is it possible to add a lock directly on a door, or does it have to be on an empty wall spot?
3)I have a brass key inside an alcove. How do I point a 'lock' to be opened by that key inside the alcove?
Thanks!
Re: Dungeon Editor Public Beta
Has anyone tried scripting a choppable door? I was initially thinking of using setDoorState("open") then adding the "death_dust" FX, but I cannot figure out how to register a weapon hit. I want the closing animation to play but then open it with a chop of "x" damage. It seems like the blockage models would work in door form, but I do want the player to see the door close. I am copying the Dungeon Master "none shall pass" puzzle just to see if I could make it work.
Re: Dungeon Editor Public Beta
Noticed this in the scripting reference under game mechanics:
"damageType must be on of the following:"
I think "on" should be "one."
"damageType must be on of the following:"
I think "on" should be "one."
Re: Dungeon Editor Public Beta
Thanks. Fixed.moe_lawn wrote:Noticed this in the scripting reference under game mechanics:
"damageType must be on of the following:"
I think "on" should be "one."
Steven Seagal of gaming industry
Re: Dungeon Editor Public Beta
Bug:
Teleporting a party onto another teleporter occupied square prevents the party from moving and will infact cause them to freeze.
Teleporting a party onto another teleporter occupied square prevents the party from moving and will infact cause them to freeze.
Re: Dungeon Editor Public Beta
I've set up teleporter series without issue, so I'm not sure what you mean
Finished Dungeons - complete mods to play
Re: Dungeon Editor Public Beta
I'll try to take a video of it happening, it might be because there is a door behind each teleporter.Komag wrote:I've set up teleporter series without issue, so I'm not sure what you mean
Okay I've dug into it a bit deeper, I don't think its directly the teleportation thats the issue, more the positioning.
EDIT: Video uploaded
http://youtu.be/k2g6g1y1pNE
Not sure if you can see it, but its the (edit:Doh!)right (/edit)most teleporter. Only thing I can think of is that the teleporter there being nestled so closely to the Iron door, wooden door and the text plate is causing an issue?
Last edited by Xzalander on Wed Sep 19, 2012 6:20 pm, edited 1 time in total.
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Re: Dungeon Editor Public Beta
Is it possible that you accidentally placed multiple teleporters over each other creating some kind of loop that the game can not cope with? Or do the teleporters teleport you to the other location respectively which would also create a loop?
Re: Dungeon Editor Public Beta
Edit: never mind.
Did a test in a large open room, it is causing an infinite loop. I just cant tell because I have the portals silent and invisible.
Bad placing I guess. Oh well will have to alter a bit.
Did a test in a large open room, it is causing an infinite loop. I just cant tell because I have the portals silent and invisible.
Bad placing I guess. Oh well will have to alter a bit.