Yeah same here for the most part, I have played during the periods of aggravation, when I just had to get away from the toolset for a minute. I am currently on floor 9, have no idea how far I am into it though, I am playing oldschool, so I don't have a map >,<. But its pretty deep.Kuningas wrote:...I'm thinking I should really finish playing the game. : D
Modding has taken all the time I put into this game.
Modding For Dummies
- ExpDevourer
- Posts: 60
- Joined: Mon Nov 19, 2012 9:31 am
- Location: Performing mad experiments in my laboratory, usually during thunder storms.
Re: Modding For Dummies
I'm here to kick goblins and chew herbs, and I'm all out of herbs.
Re: Modding For Dummies
So trying to make a simple script:
spawn("herder", 1, 3, 8, 3) upon a alcove deactivation but 3 herders popup every time. Changed monster name and locations and 3 monsters pop up every time little help please ?
spawn("herder", 1, 3, 8, 3) upon a alcove deactivation but 3 herders popup every time. Changed monster name and locations and 3 monsters pop up every time little help please ?
The FORCE is with me!!!
Re: Modding For Dummies
I can only think that one of those 3's controls the number of things spawned. Try changing either of them to a different number.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: Modding For Dummies
It shouldn't be a number it should be level, x, y, facing
The FORCE is with me!!!
Re: Modding For Dummies
Two things I've been thinking about lately:
1. Can we alter the players "height"/viewpoint in any way? Or is it hardcoded? (for example like when using a staircase)
2. Can monsters/items get their collision detection removed? (Ghosts that move through walls and through the player could use this, and the editor supports it as a debug feature for the party)
1. Can we alter the players "height"/viewpoint in any way? Or is it hardcoded? (for example like when using a staircase)
2. Can monsters/items get their collision detection removed? (Ghosts that move through walls and through the player could use this, and the editor supports it as a debug feature for the party)
Re: Modding For Dummies
It must be the alcove deactivating three times. Whatever you have set up is doing this, somehow. Perhaps the actual alcove itself is only deactivating once, but you have it triggering something in a script which is somehow getting cycled and repeated three times in that moment.Brodie301 wrote:So trying to make a simple script:
spawn("herder", 1, 3, 8, 3) upon a alcove deactivation but 3 herders popup every time. Changed monster name and locations and 3 monsters pop up every time little help please ?
Finished Dungeons - complete mods to play
Re: Modding For Dummies
Quick question how would I add an item with a unique id?
For instance I want to add a rat shank to a alcove but I want it to have a unique id because I want to destroy it 3 rooms later and I get nil value error.
I know I can:
function spawnrat()
spawn("rat_skank", 1, 1, 1, 1, "disappearing_rat")
end
And tie it to a connector to destroy
But if I try:
alcove_1:addItem(spawn("rat_shank")) it works but can't give unique id of disappearing_rat
For instance I want to add a rat shank to a alcove but I want it to have a unique id because I want to destroy it 3 rooms later and I get nil value error.
I know I can:
function spawnrat()
spawn("rat_skank", 1, 1, 1, 1, "disappearing_rat")
end
And tie it to a connector to destroy
But if I try:
alcove_1:addItem(spawn("rat_shank")) it works but can't give unique id of disappearing_rat
The FORCE is with me!!!
Re: Modding For Dummies
Try this:
Code: Select all
alcove_1:addItem(spawn("rat_shank",nil,nil,nil,nil,"disappearing_rat")
Last edited by Grimwold on Fri Dec 21, 2012 6:39 pm, edited 1 time in total.
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Re: Modding For Dummies
Grimwold wrote:"rat_skank"
Re: Modding For Dummies
but fixed now!Batty wrote:Grimwold wrote:"rat_skank"
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382