Editor Tutorials on YouTube - part 15 is out
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- Posts: 49
- Joined: Wed Sep 26, 2012 3:50 pm
Re: Editor Tutorials on YouTube - part 9 is out
Oh yeah I'm seconding that idea : a big fat nice juicy scripting tutorial !!
Last edited by whackangel on Thu Oct 30, 2014 10:43 am, edited 1 time in total.
- Vice Dellos
- Posts: 47
- Joined: Thu Feb 28, 2013 12:56 pm
Re: Editor Tutorials on YouTube - part 9 is out
in "documents\almost human\legend of grimrock 2" you can find grimrock.cfg with all your settings in it there is also the console key (where u can enable it in game and what key it is bound to}Mysterious wrote:Hi. This a dumb question but how do I enter the Game Console like skuggs did?
i think 192 is "~" and 220 stands for "\" use whichever you want or something else entirely
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Re: Editor Tutorials on YouTube - part 9 is out
I watched your videos and I saw the way you did the lever puzzle. I came up with a different way to do it that has lights that indicate the correct code: In my case there are 5 hidden levers in the dungeon(surface beach, an island actually). I have a corresponding torch light that is lit when each lever is pulled.
Each lever is connected to the LUA twice.
The first connector is to LUA1: When toggled, do function beachlevers1()
The second connector is to LUA1: When toggled do function lightn() ;replace n with the number that matches the lever
The end result is the door opens automatically when all the levers are in the correct position. In my case, I want them all to be activated, but you could change it to make a combination lock or something. I even made one of the switches start already activated with its corresponding light already lit. If you just flip all the levers once, it won't solve the puzzle.
Each lever is connected to the LUA twice.
The first connector is to LUA1: When toggled, do function beachlevers1()
The second connector is to LUA1: When toggled do function lightn() ;replace n with the number that matches the lever
The end result is the door opens automatically when all the levers are in the correct position. In my case, I want them all to be activated, but you could change it to make a combination lock or something. I even made one of the switches start already activated with its corresponding light already lit. If you just flip all the levers once, it won't solve the puzzle.
Code: Select all
function beachlevers1()
if beach_lever_1.lever:isActivated() and
beach_lever_2.lever:isActivated() and
beach_lever_3.lever:isActivated() and
beach_lever_4.lever:isActivated() and
beach_lever_5.lever:isActivated() then
beach_door_portcullis_3.door:open()
else
beach_door_portcullis_3.door:close()
end
end
function light1()
if beach_lever_1.lever:isActivated() then
light01.light:enable()
light01.particle:enable()
else
light01.light:disable()
light01.particle:disable()
end
end
function light2()
if beach_lever_2.lever:isActivated() then
light02.light:enable()
light02.particle:enable()
else
light02.light:disable()
light02.particle:disable()
end
end
function light3()
if beach_lever_3.lever:isActivated() then
light03.light:enable()
light03.particle:enable()
else
light03.light:disable()
light03.particle:disable()
end
end
function light4()
if beach_lever_4.lever:isActivated() then
light04.light:enable()
light04.particle:enable()
else
light04.light:disable()
light04.particle:disable()
end
end
function light5()
if beach_lever_5.lever:isActivated() then
light05.light:enable()
light05.particle:enable()
else
light05.light:disable()
light05.particle:disable()
end
end
Re: Editor Tutorials on YouTube - part 9 is out
Hi Skuggasveinn,
Thanks for these videos. I have now officially started on my mod for LoG 2, I worked on one for LoG 1 but I never released it publicly.
I have a two questions for you though:
1) How did you create a shortcut directly to the editor, without having to fire up the game first?
2) How do you get that FPS and other info in the preview window?
Best
Thanks for these videos. I have now officially started on my mod for LoG 2, I worked on one for LoG 1 but I never released it publicly.
I have a two questions for you though:
1) How did you create a shortcut directly to the editor, without having to fire up the game first?
2) How do you get that FPS and other info in the preview window?
Best
- Skuggasveinn
- Posts: 562
- Joined: Wed Sep 26, 2012 5:28 pm
Re: Editor Tutorials on YouTube - part 9 is out
1. I didn't , it's just running minimizedYpsiNine wrote: I have a two questions for you though:
1) How did you create a shortcut directly to the editor, without having to fire up the game first?
2) How do you get that FPS and other info in the preview window?
2. In the file grimrock.cfg (under "documents\almost human\Legend of Grimrock 2") you can find Debug = False, change that to True
Skuggasveinn.
-
- Posts: 49
- Joined: Wed Sep 26, 2012 3:50 pm
Re: Editor Tutorials on YouTube - part 9 is out
Hello, I have a question : I can't possibly understand why the "wall" items are not only coloured on only one of their 'faces' but that they also are 'collisionable' all the freaking time, even by monsters, even "in game"... why the ackwardness ? What can be done to avoid the effect ?
Re: Editor Tutorials on YouTube - part 9 is out
I'm not expert at scripting (i have less than zero abillity), but one function i have found for them, is to create walls that can be walked through (like in Amiga Classic Knightmare), Saying that though, i don't know if a secret door can have it's collision turned off for the same effect.whackangel wrote:Hello, I have a question : I can't possibly understand why the "wall" items are not only coloured on only one of their 'faces' but that they also are 'collisionable' all the freaking time, even by monsters, even "in game"... why the ackwardness ? What can be done to avoid the effect ?
Also, i don't know about anyone else, but my editor occasionally crashes when i try and place objects like pillars on the very edge of the game map. I think the crash might be caused because pillars (and secret doors... which is where my point is going) have a component that the game is trying to render outside the game world. These 'wall faces' don't have a second side, and so are not rendered outside the game world if placed at the edge of the world. That might be what they are for lol
Re: Editor Tutorials on YouTube - part 9 is out
as i've mentioned the last few posts, i'm totally new to scripting, but i managed to convert the Night Fireflies script for use with morning fog using the cemetery_sky for anyone who is interested
I tested it out and it works, but for all i know there might be a cleaner way to do this script.
Code: Select all
function NightFog() -- enables Fog Particles during the night and early morning
if GameMode.getTimeOfDay() > 1.4 and GameMode.getTimeOfDay() < 1.99 or GameMode.getTimeOfDay() > 0.00 and GameMode.getTimeOfDay() < 0.19 then
cemetery_sky_1.fogparticles:enable()
else
cemetery_sky_1.fogparticles:disable()
end
end
Re: Editor Tutorials on YouTube - part 9 is out
thanks, that quite helped me !TSotP wrote:as i've mentioned the last few posts, i'm totally new to scripting, but i managed to convert the Night Fireflies script for use with morning fog using the cemetery_sky for anyone who is interested
I tested it out and it works, but for all i know there might be a cleaner way to do this script.Code: Select all
function NightFog() -- enables Fog Particles during the night and early morning if GameMode.getTimeOfDay() > 1.4 and GameMode.getTimeOfDay() < 1.99 or GameMode.getTimeOfDay() > 0.00 and GameMode.getTimeOfDay() < 0.19 then cemetery_sky_1.fogparticles:enable() else cemetery_sky_1.fogparticles:disable() end end
Re: Editor Tutorials on YouTube - part 9 is out
You're welcome.
I've also had a thought for a much more ambitious script for a 'weather system'. But I don't have the knowledge to write it. Someone already helped me out with a script that deleted one type of sky and replaced it with another. And that got me thinking. Coupled with the 'TimeOfDay' and the fog particles. A script could be written that would do this:
Forest day
Forest night
Forest day
[[Delete forest sky; spawn cemetery sky, fog deactivated]]
Cemetery evening (no fog)
Cemetery night (with fog)
Cemetery early morning (with fog)
Cemetery day (no fog)
Cemetry night (no fog)
Cemetry late night (with fog)
Cemetry early morning (with fog)
Cemetery morning (no fog)
[[Delete cemetery sky; spawn castle arena sky]]
Castle Arena afternoon
Castle Arena night
Castle Arena day
Castle Arena night
[[Delete castle arena sky; spawn Cemetery sky, no fog]]
Cemetery late night (no fog)
Cemetert early morning (no fog)
[[Delete cemetery sky; spawn forest sky]]
Forest day
Forest night
Forest day
Forest night
Then repeat. It could be used by anyone making an outdoor area (that doesn't want a swamp)
Edit:
I'm not 100% sure, but the script could have a 'day' counter which resets on the last day. Then it's just tying the spawning and particle effects into the times on that particular day. (it's a whole week)
So something like
When GameMode.TimeOfDay() == 0; add 1 to counter
when Day == 2 and TimeOfDay == 1, delete forest_sky; Spawn cemetery_sky, No fogparticles
when Day == 3 and TimeOfDay > 1.4 and <1.99 or > 0 and < 0.19 activate fogparticles
when Day == ...
...
when Day == 8; reset Day Counter
Edit2:
Another possible option is to not try and switch on and off fog particles on the different sky boxes, but instead to spawn in "dungeon fog", but I'm not if it would work on an outside environment, or if it is better. But it might make the script simpler.
I've also had a thought for a much more ambitious script for a 'weather system'. But I don't have the knowledge to write it. Someone already helped me out with a script that deleted one type of sky and replaced it with another. And that got me thinking. Coupled with the 'TimeOfDay' and the fog particles. A script could be written that would do this:
Forest day
Forest night
Forest day
[[Delete forest sky; spawn cemetery sky, fog deactivated]]
Cemetery evening (no fog)
Cemetery night (with fog)
Cemetery early morning (with fog)
Cemetery day (no fog)
Cemetry night (no fog)
Cemetry late night (with fog)
Cemetry early morning (with fog)
Cemetery morning (no fog)
[[Delete cemetery sky; spawn castle arena sky]]
Castle Arena afternoon
Castle Arena night
Castle Arena day
Castle Arena night
[[Delete castle arena sky; spawn Cemetery sky, no fog]]
Cemetery late night (no fog)
Cemetert early morning (no fog)
[[Delete cemetery sky; spawn forest sky]]
Forest day
Forest night
Forest day
Forest night
Then repeat. It could be used by anyone making an outdoor area (that doesn't want a swamp)
Edit:
I'm not 100% sure, but the script could have a 'day' counter which resets on the last day. Then it's just tying the spawning and particle effects into the times on that particular day. (it's a whole week)
So something like
When GameMode.TimeOfDay() == 0; add 1 to counter
when Day == 2 and TimeOfDay == 1, delete forest_sky; Spawn cemetery_sky, No fogparticles
when Day == 3 and TimeOfDay > 1.4 and <1.99 or > 0 and < 0.19 activate fogparticles
when Day == ...
...
when Day == 8; reset Day Counter
Edit2:
Another possible option is to not try and switch on and off fog particles on the different sky boxes, but instead to spawn in "dungeon fog", but I'm not if it would work on an outside environment, or if it is better. But it might make the script simpler.
Last edited by TSotP on Sun Nov 02, 2014 1:45 pm, edited 5 times in total.