Modding For Dummies

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Neikun
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Re: Modding For Dummies

Post by Neikun »

You can fix your daemon_head problem by adding a second connector to the counter that opens there door.
You''ll want to set it to Event: Deactivate, increment the counter.
This way, when you place a gem, it adds -1 to the counter. when you take one out, it adds +1.

As for your secret, it must be triggered.
So if you want the secret to be triggered upon walking over it, place a hidden pressure plate on that square and connect it to the secret.
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Grimwold
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Re: Modding For Dummies

Post by Grimwold »

Jaymann wrote:Also, why don't my secret areas play the tone when you enter?
The secret areas don't activate by themselves.. you'll need to add a (hidden) pressure plate with a connector to the Secret.

EDIT - Ninja'd again!
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Neikun
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Re: Modding For Dummies

Post by Neikun »

I'm always watching :shock:
'less I'm at work lol.
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Brodie301
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Re: Modding For Dummies

Post by Brodie301 »

I started this thread to encourage people that are new to modding or scripting, like me, to post even the basic of editor questions but also to try to keep them all together like the Alcove or GMT threads.

So to all don't hesitate to post any questions you have here. This community is great!!!
The FORCE is with me!!!
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Brodie301
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Re: Modding For Dummies

Post by Brodie301 »

So what is the best way to go about arranging files so I don't have to copy files every time i start a new project?
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Neikun
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Re: Modding For Dummies

Post by Neikun »

I would create a dungeon, and put all custom assets you like in it. You could call it something simple like "Reference Dungeon"
This will provide you with two great features.
1. You will be able to sandbox custom assets (Preview them inside the editor)
2. You will be able to more easily keep track of custom assets if you have all of them in one reference dungeon as opposed to some custom assets in one dungeon, and some other ones in another.

After setting up your reference dungeon, you can preview custom assets you have downloaded, and decide whether or not they are right for your current dungeon. If they are, just copy and paste all relevant files into your current dungeon.
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Brodie301
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Re: Modding For Dummies

Post by Brodie301 »

Is it good practice to set a second connector to deactivate a timer if not needed after first event?
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Neikun
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Re: Modding For Dummies

Post by Neikun »

It's a good idea just to be sure nothing is running when it doesn't need to be, so yes.
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Komag
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Re: Modding For Dummies

Post by Komag »

I think it should be an ingrained habit! Only don't do it if you know particularly that you need the timer to continue to repeat
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SpiderFighter
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Re: Modding For Dummies

Post by SpiderFighter »

As the gentlemen above me stated, yes, yes, and yes! Leaving timers all over your maps that continue to tick (even if the function is no longer activated, they're still trying to activate it) eats up CPU cycles. While this may be overkill, I try to shut down excessive telporters and light sources as well (even though I believe those only eat up video RAM).
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