[WIP] Bouncing Chakram

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ralzakark
Posts: 6
Joined: Sun Dec 23, 2012 9:04 pm

[WIP] Bouncing Chakram

Post by ralzakark »

Hi all!
Here's my bouncing chakram:

Latest Version: 0.9.03
Download @ Nexusmods: http://grimrock.nexusmods.com/mods/174/
Video: http://www.youtube.com/watch?v=2X_10DWdC4A

It still need a bit of testing but it works (at least for me)
There is also a debug flag, if set to true it will print messages to the console.
The chakram bounces on walls, metal doors and blockages, slices through monsters and breakables and activates buttons and levers.
Metal Junks will deflect (depending on facing) the chakram. You can configure what to bounce/deflect on into the script.

The model and the textures are original creations.
The script embeds parts of JKos fw_fx for special effects.
I took the idea from Pat Ferguson's video "The Glaive of Krull for Legend of Grimrock [Mod]"

Feedbacks are welcome :)

Alex
Last edited by ralzakark on Fri Jan 25, 2013 4:35 pm, edited 3 times in total.
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Komag
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Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: [WIP] Bouncing Chakram

Post by Komag »

wow, that sounds pretty impressive! I'm sure it will make its way into some dungeons in the future :)
Finished Dungeons - complete mods to play
hyteria
Posts: 266
Joined: Sat Dec 29, 2012 8:22 pm

Re: [WIP] Bouncing Chakram

Post by hyteria »

amazing ! great work dude , really great work
hyteria
Posts: 266
Joined: Sat Dec 29, 2012 8:22 pm

Re: [WIP] Bouncing Chakram

Post by hyteria »

all work on editor , but got those crash using on custom dungeon (well after export)

Image
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ralzakark
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Joined: Sun Dec 23, 2012 9:04 pm

Re: [WIP] Bouncing Chakram

Post by ralzakark »

I don't have much time to debug it atm but you could try to add another check in the if to avoid nil objects.
Go @ line 234 in the script and substitute:

Code: Select all

     if entity.name=='chakram_projectile' then
with

Code: Select all

     if entity and entity.name=='chakram_projectile' then
Let me know if you still have problems, if you don't I'll update the script on nexus.
hyteria
Posts: 266
Joined: Sat Dec 29, 2012 8:22 pm

Re: [WIP] Bouncing Chakram

Post by hyteria »

in fact prob seems to be linked to loaded party group , cause if i use new party this seems to not crash , maybee this is a way to look for

ps : and btw i dont use charkram_projectile , but chakram
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ralzakark
Posts: 6
Joined: Sun Dec 23, 2012 9:04 pm

Re: [WIP] Bouncing Chakram

Post by ralzakark »

hyteria wrote:in fact prob seems to be linked to loaded party group , cause if i use new party this seems to not crash , maybee this is a way to look for
I'll make some save/load tests...
hyteria wrote:ps : and btw i dont use charkram_projectile , but chakram
chakram_projectile is a "fake" object used only for projectiles (flying chakrams)
If a chakram is on the ground it's name should be "chakram" but when you throw it, it becomes a "chakram_projectile" and is registered into the global array. If it cannot bounce then it's unregistered and dropped on the ground and becomes a "chakram" again.
hyteria
Posts: 266
Joined: Sat Dec 29, 2012 8:22 pm

Re: [WIP] Bouncing Chakram

Post by hyteria »

well in my dungeon i just need the chakram then no ? the other is kind of auto ? cause you can use both on editor (you define 2 objects)

well i will send you my work maybee it s better to understand
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ralzakark
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Re: [WIP] Bouncing Chakram

Post by ralzakark »

hyteria wrote:well in my dungeon i just need the chakram then no ? the other is kind of auto ? cause you can use both on editor (you define 2 objects)
correct
hyteria wrote:well i will send you my work maybee it s better to understand
ok, meanwhile I corrected a couple of bugs in the code
you can find the updated version (0.9.01) on nexus
hyteria
Posts: 266
Joined: Sat Dec 29, 2012 8:22 pm

Re: [WIP] Bouncing Chakram

Post by hyteria »

many thx i will try this after work , i keep you informed
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