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Re: Ask a simple question, get a simple answer

Posted: Tue Feb 12, 2019 8:07 pm
by kelly1111
lostsol: thanks for the script. It tested it. In my dungeon, no result. still void where the floor should be...
In a new dungeon 32 x 32 ... it works.

Perhaps you are right. It will not work on maps with a different grid size. I cant seem to find another explanation.

Re: Ask a simple question, get a simple answer

Posted: Wed Feb 13, 2019 8:23 am
by Killcannon
The only problem I seem to have with multi-level 'building' style maps is that objects tend to disappear in the floor of the second and third story floors if there's walkable space under them. Perhaps sending us the map you're working on so we can look at it in editor would help?

Re: Ask a simple question, get a simple answer

Posted: Wed Feb 13, 2019 8:16 pm
by lostsol
kelly1111 wrote: Tue Feb 12, 2019 8:07 pm lostsol: thanks for the script. It tested it. In my dungeon, no result. still void where the floor should be...
In a new dungeon 32 x 32 ... it works.

Perhaps you are right. It will not work on maps with a different grid size. I cant seem to find another explanation.
This issue is entering a realm that is beyond my pay grade, but I am still willing to help as best I can. Please keep in mind that the idea of the larger level sizes being the culprit here is only my best guess, and the problem could very well be something entirely different.

So, I did some forum searching on the topic of heightmap and came upon a fountain of knowledge that is minmay's "Modding infodump". Specifically this post:

viewtopic.php?f=22&t=13948&p=105580&hil ... ap#p105580

Please read through the post so you have a better feel for what I am getting at. I have done no testing of my own, but here are my initial thoughts:

- Your heightmap layer is not the correct size (the size of the tile layer).

- You may need to add an offset to the forest_heightmap definition.

Re: Ask a simple question, get a simple answer

Posted: Thu Feb 14, 2019 2:41 pm
by kelly1111
lostsol wrote: Wed Feb 13, 2019 8:16 pm
kelly1111 wrote: Tue Feb 12, 2019 8:07 pm lostsol: thanks for the script. It tested it. In my dungeon, no result. still void where the floor should be...
In a new dungeon 32 x 32 ... it works.

Perhaps you are right. It will not work on maps with a different grid size. I cant seem to find another explanation.
This issue is entering a realm that is beyond my pay grade, but I am still willing to help as best I can. Please keep in mind that the idea of the larger level sizes being the culprit here is only my best guess, and the problem could very well be something entirely different.

So, I did some forum searching on the topic of heightmap and came upon a fountain of knowledge that is minmay's "Modding infodump". Specifically this post:

viewtopic.php?f=22&t=13948&p=105580&hil ... ap#p105580

Please read through the post so you have a better feel for what I am getting at. I have done no testing of my own, but here are my initial thoughts:

- Your heightmap layer is not the correct size (the size of the tile layer).

- You may need to add an offset to the forest_heightmap definition.
much and many thanks for the link... totally forgot to look this up. I will experiment with the data..
but am now concidering changing the levels back to 32x 32
for it is indeed the problem with the heightmap at larger level sizes

Re: Ask a simple question, get a simple answer

Posted: Sat Feb 16, 2019 10:06 pm
by shayologo
My very easy question, because it's don't existe any tutorial of moddig and object are very hard to find in editor

1 - How start a LUA script when a player is on a title? it's a direct detector to place on the map?

2 - How have diggable object? I look for something like diggable detector and it's spawn what i want when player dig on a title

Re: Ask a simple question, get a simple answer

Posted: Sat Feb 16, 2019 10:24 pm
by Zo Kath Ra
shayologo wrote: Sat Feb 16, 2019 10:06 pm My very easy question, because it's don't existe any tutorial of moddig and object are very hard to find in editor

1 - How start a LUA script when a player is on a title? it's a direct detector to place on the map?

2 - How have diggable object? I look for something like diggable detector and it's spawn what i want when player dig on a title
1) Place a script_entity and a floor_trigger in the dungeon. Then connect the floor trigger to the script_entity

2) Just like 1. Except: Check "triggeredByDigging" in the floor_trigger, but remove all other "triggeredBy" check marks.

Re: Ask a simple question, get a simple answer

Posted: Sat Feb 16, 2019 11:16 pm
by Isaac
Zo Kath Ra wrote: Sat Feb 16, 2019 10:24 pm 1 - How start a LUA script when a player is on a title? it's a direct detector to place on the map?
Additionally, set the floor_trigger to only trigger by the party, unless you want monsters and dropped items also trigger it.

Re: Ask a simple question, get a simple answer

Posted: Sun Feb 17, 2019 12:42 am
by shayologo
Thanx you, that work, i come with another question

What is LUA fonction to change party view direction? i want a 180° rotation

Re: Ask a simple question, get a simple answer

Posted: Sun Feb 17, 2019 1:01 am
by THOM
This is a function that came a bit after the initial release with an update. That's why the command is not written in the official scripting reference. But you can find it here:
https://github.com/JKos/log2doc/wiki

Code: Select all

party.party:turn(1)
This will turn the party 90°. For 180° you will need that two times with a small delay inbetween.

-1 instead of 1 will turn the party in the other direction.

Re: Ask a simple question, get a simple answer

Posted: Sun Feb 17, 2019 9:41 am
by shayologo
It's existe a time delay function?