Wait to have your mind blown when you find out arrays start a one! I mean, who starts counting there (1) when it's a possibility to have none (0)! ~mind blown~ ha!5angel wrote:watDecayer wrote:Edit the map properties and set module height to 4.5angel wrote:How do I make a correct multi-floor castle level? The walls on another floor appear to be too [damn] high.
It works.
Is there's some twisted logic behind this?
Ask a simple question, get a simple answer
Re: Ask a simple question, get a simple answer
Re: Ask a simple question, get a simple answer
No, thank you, I do coding for life and is pretty familiar with standart things (:
Ok, I didn't pay attention to what module height did. After some testing I finally got it. Still, it's not that straightforward, really.
Ok, I didn't pay attention to what module height did. After some testing I finally got it. Still, it's not that straightforward, really.
Re: Ask a simple question, get a simple answer
Apparently that setting refers to the height (in meters) of each cell in the level. Normal walls are 3m high, castle walls are 4m.
Re: Ask a simple question, get a simple answer
How do I unset/remove a sound from an object that makes sound?
This works!
BUT it also triggers a console error msg: "warning: no such sample" when I yank my lever. I tried nil, no deal.
This works!
Code: Select all
leverOfYanking.lever:setSound("")
Re: Ask a simple question, get a simple answer
I had the same problem, so rather than fight it, I created a sound called "none" and recorded .001 seconds of silence. Silly, I suppose, but It works. -Lark
Re: Ask a simple question, get a simple answer
Was just looking up how to do that; the format, how to define, and where to put it. Been entrenched with scripting I've not paid any attention how to do that, yet.Lark wrote:I had the same problem, so rather than fight it, I created a sound called "none" and recorded .001 seconds of silence. Silly, I suppose, but It works. -Lark
Re: Ask a simple question, get a simple answer
Here's the file https://ntg.missouristate.edu/images/lark/none.wav and the definition. The .wav file goes in your mod_assets\sounds directory and the definition goes in mod_assets\scripts\sounds.lua (or wherever you want to include it.) -Lark
Hey - I got some models imported! See viewtopic.php?f=22&t=8173&start=10!
Code: Select all
defineSound{
name = "none",
filename = "mod_assets/sounds/none.wav",
loop = false,
volume = 1,
minDistance = 1,
maxDistance = 1,
}
Re: Ask a simple question, get a simple answer
Ok. I can't get removeCondition to work. (Or regainHealth, for that matter.)
All I'm doing is calling from an onReceiveCondition hook. calling champion:regainHealth(number) also does not trigger. Is there something I'm missing?
All I'm doing is calling
Code: Select all
champion:removeCondition(condition)
Writer and sometimes artist of the very slightly acclaimed comic series Scrambled Circuits. A comic series about a robot written by a human.
Grimrock 2 socketSystem: viewtopic.php?f=22&t=8546 / Github
Grimrock 2 socketSystem: viewtopic.php?f=22&t=8546 / Github
Re: Ask a simple question, get a simple answer
How to change the ambient track playing in the dungeon level?
Last edited by The cube on Sat Nov 08, 2014 6:38 pm, edited 1 time in total.
Re: Ask a simple question, get a simple answer
Wow! Thank you very much for the asset and rundown on how to set it up! Now I can have "broken" levers until the party fixes the "mechanism," then I'll put the lever sound back in after they do. Such a wild imagination, right? ~chuckles~Lark wrote:Here's the file
If I could hear you I would listen, but I guess I'll just go read your accomplishment instead. ha!Lark wrote:Hey - I got some models imported! See viewtopic.php?f=22&t=8173&start=10!
Thanks,
Matt