Update:Gekkibi wrote:Is it possible to make a loop that checks each x frames if there are any new spawned spiders, because nothing creates more laundry than a false impression that there are no spid- BOO!! I know that this kind of loop is possible in a custom-made dungeon, but no idea if you can execute an infinite loop with a delay using the console.
It doesn't seem to be possible to spawn a script, assign source code to it, then call it... It sort-of-almost works, but calling the spawned script functions always returns an error.
So, no, I don't know how to setup a timer to kill spiders every ½ second... but even that might not catch a spawned spider if it spawns right in front of the player ~and that scares no matter what creature it is.
If you know that pressure plate... you might be able to step on it backwards, and enter the snail script in the console. (And you can always enter it any time that you hear the sound of spiders.)Gekkibi wrote:Sweet! I tip my hat to you. If you're able to make it a spawn-proof then I have a damn valid reason to replay Grimrock one more time (and not change my underwear after *that* pressure plate)!
But perhaps Komag can think of a console code for use in playing his Master Quest mod that recreates the Grimrock campaign; That we have a lot more control over.
@Komag: I don't mean a patch, I meant just a console statement to break or change the trap.