Ask a simple question, get a simple answer
- Rougecorne
- Posts: 34
- Joined: Wed Oct 29, 2014 1:52 am
Re: Ask a simple question, get a simple answer
Mmm, i think it's "complicated" to real add an custom item ^^
When i play the game, i have this line:
"Warning ! missing power attack icon: dague_magique"
What is this "icon" ?
When i play the game, i have this line:
"Warning ! missing power attack icon: dague_magique"
What is this "icon" ?
Re: Ask a simple question, get a simple answer
question - I´d like to have part of the map with cemetry_sky and rest with forest_day_sky. It is possible somehow ? More precisely I just need this fog and effects from cemetary, not necessary whole sky effect. Some clues ?
Re: Ask a simple question, get a simple answer
How can i get the value for the direction my party is facing?
So that i can put that value into a variable, I've tried getDirection() ,
but that doesn't seem to work so I'm kind of lost here...
So that i can put that value into a variable, I've tried getDirection() ,
but that doesn't seem to work so I'm kind of lost here...
Re: Ask a simple question, get a simple answer
calling field party.facing should do the trick. Will return 0 (north),1 ,2, 3 (clockwise).Vissia wrote:How can i get the value for the direction my party is facing?
So that i can put that value into a variable, I've tried getDirection() ,
but that doesn't seem to work so I'm kind of lost here...
Re: Ask a simple question, get a simple answer
Is there an event triggered when the party is actively teleported? (yes, I dare ask this w/o documentation in hopes someone knows beforehand)
Re: Ask a simple question, get a simple answer
I'm really enjoying Grimrock, especially the editor; I love makin' games so naturally I gravitated to this forum, you guys have a good community. I've learned basic scripts as well as timers/counters, but I still have some simple questions!
1. I have a secret button that displays a hint using a script entity because the secret door it opens is so far away.
My problem is that the message is displayed whenever the player clicks the button, even though I have the button set to disableSelf. I only want to display the message once, the first time the button is clicked. How do I do that? Is there a script for "destroy/terminate this script"?
2. I'd like to make some puzzles that require specific items (or item types) being placed in certain places, e.g. a Puzzle Room called "Gluttony" where the player must place food items on four different alcoves, or place a bunch of food in a chest, in order to open a door. Using any item is easy with counters, but how do I make the container require a certain type of item (food, thrown, weapon, etc) or even a specific item (bone blade only)?
3. Pushable blocks. Just pushable blocks. I tried laying pushable block floors as a track, but I still can't push them. Is there a link maybe, to a quick discussion on these blocks?
Thanking you so much in advance,
matlock
1. I have a secret button that displays a hint using a script entity because the secret door it opens is so far away.
Code: Select all
function westhint()
hudPrint("You hear a faint noise to the west.")
end
2. I'd like to make some puzzles that require specific items (or item types) being placed in certain places, e.g. a Puzzle Room called "Gluttony" where the player must place food items on four different alcoves, or place a bunch of food in a chest, in order to open a door. Using any item is easy with counters, but how do I make the container require a certain type of item (food, thrown, weapon, etc) or even a specific item (bone blade only)?
3. Pushable blocks. Just pushable blocks. I tried laying pushable block floors as a track, but I still can't push them. Is there a link maybe, to a quick discussion on these blocks?
Thanking you so much in advance,
matlock
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- Posts: 168
- Joined: Thu Oct 30, 2014 1:56 am
Re: Ask a simple question, get a simple answer
Code: Select all
hinthasbeenplayed = false
function westhint()
if hinthasbeenplayed == false then
hinthasbeenplayed = true
hudPrint("You hear a faint noise to the west.")
end
end
Edit: In case anyone doesn't understand what is happening. A single = sign sets the value of the variable. A double == checks it.
Last edited by GoldenShadowGS on Sun Nov 02, 2014 3:21 am, edited 1 time in total.
Re: Ask a simple question, get a simple answer
dont forget to mark "active" for all block which you want to push. you also need place pushable_block_floor where you want push these blocks on.Matlock19 wrote: 3. Pushable blocks. Just pushable blocks. I tried laying pushable block floors as a track, but I still can't push them. Is there a link maybe, to a quick discussion on these blocks?
Thanking you so much in advance,
matlock
Re: Ask a simple question, get a simple answer
Thanks, that is exactly the kind of stuff I need to learn.GoldenShadowGS wrote: Edit: In case anyone doesn't understand what is happening. A single = sign sets the value of the variable. A double == checks it.
So, for my second question up there, I'm guessing I will need something like "if ContainerItemComponent:item_code == true" to start my script? I'm just taking a wild stab at this, it really has me vexed.
Re: Ask a simple question, get a simple answer
I am making a trap. This lever opens the Door A.
Step onto the plate and Door A behind you crashes shut, forcing you onward.
How do I make this work more than once?