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!
minmay
Posts: 2780
Joined: Mon Sep 23, 2013 2:24 am

Re: Ask a simple question, get a simple answer

Post by minmay »

Ah, that would be okay then, yes - assuming ParticleComponent actually cares about the transform, I know it doesn't seem to care about animations.
You had me worried there though, I swear half my posts on this subforum are me helping people and then immediately regretting it.
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Eburt
Posts: 69
Joined: Thu Feb 05, 2015 5:44 am

Re: Ask a simple question, get a simple answer

Post by Eburt »

It does seem to consider the transform. And, to the best of my knowledge it will also consider animations so long as you set objectSpace = true in the emitter. Haven't tested this at length though, so feel free to point out if I'm missing something.
minmay
Posts: 2780
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Re: Ask a simple question, get a simple answer

Post by minmay »

Yup looks like it does. It would be silly to expect it to care about animations since the emitter mesh isn't the same thing as the animated ModelComponent, but it looks like it does support rotation.
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Eburt
Posts: 69
Joined: Thu Feb 05, 2015 5:44 am

Re: Ask a simple question, get a simple answer

Post by Eburt »

No, it will care about animations so long as there is a parentNode set. I don't actually know what the parent node is, but I assume it is part of the object mesh itself. objectSpace doesn't seem to matter though (well, it behaves as it does for all other emitters anyway). Look at power_gem for an example.
minmay
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Re: Ask a simple question, get a simple answer

Post by minmay »

parentNode is a node in the model that the ParticleComponent or LightComponent follows. What I meant is that (I'm pretty sure) you can't animate the emitter mesh itself. Otherwise there would be no need for UggardianFlamesComponent.
Grimrock 1 dungeon
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User avatar
lyle_drake
Posts: 20
Joined: Fri Jan 16, 2015 7:53 pm

Re: Ask a simple question, get a simple answer

Post by lyle_drake »

Maybe this is a little bit above my skill level, but i've been tinkering with disabling select components on some objects. It works fine in the editor, but for some reason when i export the dungeon and boot it up in-game, none of the components react to the disable() command. they just keep working as though nothing happened.
Is this a thing, or am i just overlooking something obvious?

It's just one line of code.

Code: Select all

dungeon_wall_grating_1.model:disable()
minmay
Posts: 2780
Joined: Mon Sep 23, 2013 2:24 am

Re: Ask a simple question, get a simple answer

Post by minmay »

lyle_drake wrote:Maybe this is a little bit above my skill level, but i've been tinkering with disabling select components on some objects. It works fine in the editor, but for some reason when i export the dungeon and boot it up in-game, none of the components react to the disable() command. they just keep working as though nothing happened.
Is this a thing, or am i just overlooking something obvious?

It's just one line of code.

Code: Select all

dungeon_wall_grating_1.model:disable()
The line of code you posted is one of the worst things you could possibly ever do.
minmay wrote:minimalSaveState
Objects defined as having "minimalSaveState" will have only minimal properties saved: their name, id, x, y, elevation, and facing. minimalSaveState should be used on objects such as walls and floors that won't change during gameplay. If you are changing the object in any way - using setWorldPosition, setWorldRotation, doing anything to its components such as enabling/disabling them, setting wall text, etc. - then minimalSaveState is not appropriate. If you're confused, use the asset pack as a guide.
Please download the asset pack, and always read and understand the definition of an asset before you try to use it. People neglecting to do this is the biggest reason that more than 90% of mods released for Grimrock 1 and 2 are broken.
Grimrock 1 dungeon
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sajon
Posts: 38
Joined: Fri Nov 08, 2013 7:17 am

Re: Ask a simple question, get a simple answer

Post by sajon »

I have been working on transitions. Moving from one map to another. but on the west edge of the map i get this pillar.
Does anyone know how to remove the pillars on the edge of the map?
SpoilerShow
Image
Here is an example of the east edge of the map with no pillars...
SpoilerShow
Image
Last edited by sajon on Wed Feb 25, 2015 3:40 pm, edited 2 times in total.
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 »

Take the following code and paste it into your tiles lua (or objects or where ever you like)
SpoilerShow

Code: Select all

defineTile{
	name = "dungeon_floor_no_pillars",
	editorIcon = 192,
	color = {150,150,150,255},
	builder = "dungeon",
	floor = {
		"dungeon_floor_dirt_01", 1,
	},
	ceiling = {
		"dungeon_ceiling", 1,
	},
	wall = {
		"dungeon_wall_01", 35,
		"dungeon_wall_02", 35,
		"dungeon_wall_drain", 2,
	},
	ceilingEdgeVariations = true,
	ceilingShaft = "dungeon_ceiling_shaft",
}
Its just a clone of the dungeon floor tile but the pillars have been removed, you can use it to paint the floor where you want the pillars gone.
It will show up as dungeon_floor_no_pillars in your asset browser.
Hope that helps.

kind regards.
Skuggasveinn.
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
sajon
Posts: 38
Joined: Fri Nov 08, 2013 7:17 am

Re: Ask a simple question, get a simple answer

Post by sajon »

Sorry guys/gals the images should work now..
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