Looks like I was "mix" quoted.Komag wrote:OOPS! I was deleting and fixing the triple quote quote quote thing and mixed up the names, I meant davehca!
EDITOR Feature Requests (not bugs!)
Re: EDITOR Feature Requests (not bugs!)
Re: EDITOR Feature Requests (not bugs!)
Could there be a way to deactivate a looping sound you play?
Once you play a looped sound, it persists forever even through saves, there's no way to turn it off.
I even tried attaching the sound to an object. I defined a blockage that played a looped sound when you hit it, I hit it thus activating the sound and then did blockage:destroy() but the sound kept going foreverrrrrr.
Once you play a looped sound, it persists forever even through saves, there's no way to turn it off.
I even tried attaching the sound to an object. I defined a blockage that played a looped sound when you hit it, I hit it thus activating the sound and then did blockage:destroy() but the sound kept going foreverrrrrr.
Re: EDITOR Feature Requests (not bugs!)
Maybe sometime we will have more categories. So that dumb people like me can better see which armour is only for legs etc.
Re: EDITOR Feature Requests (not bugs!)
This one might be a hassle...
(but very cool, and greatly appreciated by all I'd think. )
Request: Editor is made aware of connection changes to objects; and that changing the ID of an object with connections to it, would update all of the connected objects (like 12 pressure plates for instance) to point to the [now] renamed object ID. This allows the connections to be retained, where currently... changing an object's ID breaks all connections to it.
Request: That a selection of Identical objects [say... 10 levers ~selected/highlighted~ for instance], would present a common settings panel in the inspector, and that setting an option (like choosing 'open', 'close' or 'toggle'), would set that option for all them in the selection.
(but very cool, and greatly appreciated by all I'd think. )
Request: Editor is made aware of connection changes to objects; and that changing the ID of an object with connections to it, would update all of the connected objects (like 12 pressure plates for instance) to point to the [now] renamed object ID. This allows the connections to be retained, where currently... changing an object's ID breaks all connections to it.
Request: That a selection of Identical objects [say... 10 levers ~selected/highlighted~ for instance], would present a common settings panel in the inspector, and that setting an option (like choosing 'open', 'close' or 'toggle'), would set that option for all them in the selection.
Re: EDITOR Feature Requests (not bugs!)
Save As would be really nice.
Re: EDITOR Feature Requests (not bugs!)
To set barrel crate and box entities as destroyed instead of doing it myself through tricky scripting. And I'd like to add a vote for furniture.
Default Project Location
Change Default save location for Projects from C:\Users\[USERNAME]\Documents\Almost Human\Legend of Grimrock\Dungeons". In fact, let us change this for the savegames too.
I use a SSD and i don't have the room on it for multiple mods and assets. Let us define the default save/load location in the preferences.
Cheers | Skyrant
I use a SSD and i don't have the room on it for multiple mods and assets. Let us define the default save/load location in the preferences.
Cheers | Skyrant
Re: EDITOR Feature Requests (not bugs!)
Request: A Recent Projects List in the File Menu.
Request: Monster:setWaypoint(x, y, [depth])
Cause the monster to travel to the specified (X,Y) location ~within reason.
This would be for when the monster is in view of the player; (and when instant spawning isn't what's wanted).
[Depth] could perhaps be a threshold/ or limit of some kind?
* A sanity check to prevent something like this:
Request: I will not be the one to ask for monster:setAIState('Ally').
... But what about monster:setAIState('neutral')?
It might be useful to those that want a few loitering monsters; (like dwarves for instance; entities that go hostile only when attacked).
Request: Monster:setWaypoint(x, y, [depth])
Cause the monster to travel to the specified (X,Y) location ~within reason.
This would be for when the monster is in view of the player; (and when instant spawning isn't what's wanted).
[Depth] could perhaps be a threshold/ or limit of some kind?
* A sanity check to prevent something like this:
SpoilerShow
... But what about monster:setAIState('neutral')?
It might be useful to those that want a few loitering monsters; (like dwarves for instance; entities that go hostile only when attacked).
Re: EDITOR Feature Requests (not bugs!)
This would be really cool. Possibly also with a parameter that determines what the monster should do if it sees the player along the way. Either it could ignore him and continue to move to its destination, or revert to normal AI mode where it attempts to engage the player.Isaac wrote:Request: Monster:setWaypoint(x, y, [depth])
Cause the monster to travel to the specified (X,Y) location ~within reason.
Re: EDITOR Feature Requests (not bugs!)
I would have wanted to add support for custom 2D graphics such as dialogs but unfortunately I ran out of time... Well, maybe someday