Ask a simple question, get a simple answer
Re: Ask a simple question, get a simple answer
Give this a try instead, I think it should work:
kb_teleport.controller:deactivate()
kb_teleport.controller:deactivate()
Re: Ask a simple question, get a simple answer
It's crashing because it should be kb_teleport.teleporter. Anyway, turning teleporters on/off is easiest done with teleporter_id.controller:activate()/teleporter_id.controller:deactivate(); also, :isDeactivated() only checks if the teleporter is deactivated, it doesn't deactivate it.TheLastOrder wrote:Hi there everybody. After looking as a crazy man in the reference list and several searchs on the forum, here we go:
then
kb_levers_door.door:open()
kb_teleport.teleport:isDeactivated()
The door opens, but the teleport isn't deactivated. the game crashes and returns me that it calls a nil value, when the kb_teleport actually EXISTS, I can see it and I can feel it xDDDD
I tried local kb_teleport = findEntity("kb_teleport"), but still the same problem.
And I tried :toggle or :deactivate
Nothing...
Thanks!!!
Edit: oh no, beaten... but mine is longer!
- QuintinStone
- Posts: 72
- Joined: Sat Nov 01, 2014 9:58 pm
Re: Ask a simple question, get a simple answer
Now now, this isn't that kind of site!Decayer wrote:Edit: oh no, beaten... but mine is longer!
- MasterworkStone
- Posts: 76
- Joined: Mon Sep 01, 2014 4:15 am
Re: Ask a simple question, get a simple answer
Are new skills addable? or are we forever stuck with no unarmed skill?
- QuintinStone
- Posts: 72
- Joined: Sat Nov 01, 2014 9:58 pm
Re: Ask a simple question, get a simple answer
The scripting reference shows the syntax of the defineSkill function:
I've not used it myself so I really have no idea what will happen in game.
http://www.grimrock.net/modding/scripting-reference/defineSkill(desc)
Defines a new skill or replaces an existing skill definition. desc is a table with the following fields:
I've not used it myself so I really have no idea what will happen in game.
Re: Ask a simple question, get a simple answer
my question - where is NutJob and what happened to him ?
Re: Ask a simple question, get a simple answer
Where, I think he's gone ...Drakkan wrote:my question - where is NutJob and what happened to him ?
Why ? I realy don't know.
What happened .... he removed all his scripts and appearely unsubscribed ((
I'm really bored about that, 'cause he's an excellent modder/scripter ((
-
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- Joined: Thu Oct 30, 2014 1:56 am
Re: Ask a simple question, get a simple answer
That's odd, I wonder what happened to make him want to do that.
- TheLastOrder
- Posts: 104
- Joined: Wed Oct 17, 2012 1:56 am
Re: Ask a simple question, get a simple answer
Sutekh wrote:Give this a try instead, I think it should work:
kb_teleport.controller:deactivate()
Both solutions worked. Holy....Decayer wrote:It's crashing because it should be kb_teleport.teleporter. Anyway, turning teleporters on/off is easiest done with teleporter_id.controller:activate()/teleporter_id.controller:deactivate(); also, :isDeactivated() only checks if the teleporter is deactivated, it doesn't deactivate it.
Edit: oh no, beaten... but mine is longer!
You'll be credited for this guys xDDDD
Re: Ask a simple question, get a simple answer
Here:MasterworkStone wrote:Are new skills addable? or are we forever stuck with no unarmed skill?
viewtopic.php?f=22&t=8136&p=83046&hilit ... ing#p83044
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