Ask a simple question, get a simple answer

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
GoldenShadowGS
Posts: 168
Joined: Thu Oct 30, 2014 1:56 am

Re: Ask a simple question, get a simple answer

Post by GoldenShadowGS »

Drakkan wrote:please easy script help - i do not want to player remove torch from some torch holder with printing some message. thanks
I can't figure out exactly what you want to have happen. I don't think its possible to have a torch that can't be removed from its holder. Maybe try using some other light source, like a lantern.
Jackard
Posts: 59
Joined: Thu Oct 30, 2014 7:32 pm

Re: Ask a simple question, get a simple answer

Post by Jackard »

NutJob wrote:
Jackard wrote:Why can I not use two ceilings on the same tile at different elevations? This includes both terrain and object ceilings - only one will show up ingame.
Because you can't see through the first?
Now see, this is two ceilings on the same tile at two different elevations, so overlapping is more difficult:

Image

Image
Elevation 2

Image
Elevation 0
Last edited by Jackard on Sun Nov 02, 2014 9:52 pm, edited 1 time in total.
NutJob
Posts: 426
Joined: Sun Oct 19, 2014 6:35 pm

Re: Ask a simple question, get a simple answer

Post by NutJob »

Set ceilings -1 from the tiled ceiling (or another way to say it is if you have 0 floor height and 1 ceiling height set the "entity" ceiling you are adding to 0, not 1).

Edit: or I have no clue what you're trying to achieve. =)
Jackard
Posts: 59
Joined: Thu Oct 30, 2014 7:32 pm

Re: Ask a simple question, get a simple answer

Post by Jackard »

i have added some pictures

I've had to go with a temporary solution of no Ele-0 ceiling and an Ele-2 bridge instead, but this issue keeps coming up as I build, so if anyone has a real solution I would appreciate it.

Image
Elevation 2

Image
Elevation 0
Last edited by Jackard on Sun Nov 02, 2014 10:05 pm, edited 1 time in total.
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Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: Ask a simple question, get a simple answer

Post by Drakkan »

GoldenShadowGS wrote:
Drakkan wrote:please easy script help - i do not want to player remove torch from some torch holder with printing some message. thanks
I can't figure out exactly what you want to have happen. I don't think its possible to have a torch that can't be removed from its holder. Maybe try using some other light source, like a lantern.
this was possible even in LOG1 so definitely it is possible in log2 as well :)
script was something like this in log1

function keepTorch5(t5)
t5:addItem(spawn(\"torch\"))\
setMouseItem(nil)\
hudPrint(\" This is not your property ;)\")\
end")
Breath from the unpromising waters.
Eye of the Atlantis
User avatar
Matlock19
Posts: 23
Joined: Sun Nov 02, 2014 2:11 am

Re: Ask a simple question, get a simple answer

Post by Matlock19 »

One thing, dang it!
My water still isn't working. I'm following video tutorials and I am sure I did things correctly. My dungeon is mostly at elevation 0, all my water is at -1 or below, I have the "water_surface_underground" asset on the map, but the water is not colored. It behaves like water but I still can't see it properly. What did I forget?

I found an incredible post by Leki, in another thread, which answered my item puzzle question and then some. :idea:
Last edited by Matlock19 on Mon Nov 03, 2014 11:00 am, edited 1 time in total.
Jackard
Posts: 59
Joined: Thu Oct 30, 2014 7:32 pm

Re: Ask a simple question, get a simple answer

Post by Jackard »

How do I make keys work? I have some round locks associated with "Round_Key" but using the key on them does nothing.
User avatar
Skuggasveinn
Posts: 562
Joined: Wed Sep 26, 2012 5:28 pm

Re: Ask a simple question, get a simple answer

Post by Skuggasveinn »

Jackard wrote:How do I make keys work? I have some round locks associated with "Round_Key" but using the key on them does nothing.
Place a lock in your map, fill out the openedBy with the key type you want to unlock the lock, and add a connector from the lock to the door you want the lock to open (I'm guessing you haven't hooked the lock to a door via the connector)

Skuggasveinn.
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
Jackard
Posts: 59
Joined: Thu Oct 30, 2014 7:32 pm

Re: Ask a simple question, get a simple answer

Post by Jackard »

Skuggasveinn wrote:Place a lock in your map, fill out the openedBy with the key type you want to unlock the lock, and add a connector from the lock to the door you want the lock to open (I'm guessing you haven't hooked the lock to a door via the connector)
Thanks. I had entered the connection info manually and must have made a typo - dropdown menus do not appear while the dungeon preview is running.
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Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: Ask a simple question, get a simple answer

Post by Drakkan »

uping up my "simple" answers yet not answered :)

1. I´d like to clone forest_oak_cluster with offset, please somebody help me define it

defineObject{
name = "offset_cluster",

components = {
{

offset = vec(4,0,4),
}
},
}


2. I need script which will prevent party to take out torch from torch_holder. on log1 it was
function keepTorch5(t5)
t5:addItem(spawn(\"torch\"))\
setMouseItem(nil)\
hudPrint(\" This is not your property ;)\")\
end")
Breath from the unpromising waters.
Eye of the Atlantis
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