Hello,
I could use a bit of help, please.
In lua references there's written "Secret:activate()", but how do i utilize it under function to play sound and hud print whenever secret found ? I dont quite understand it
No matter how i place castle_floor, it always has that sticking out.Pompidom wrote: ↑Fri Mar 01, 2019 3:55 pm In your specific case you created a map with a module height of 3. The "castle" wall stuff you are using are actually 4 modules high. And that's why they're sticking out with missing textures. I would suggest to experiment and learn with normal tilesets that are 3 modules high (basically anything that doesn't have "castle" in the name).
Inventory items can be altered with the setter methods of the ITEM component; or you can assign the changes in the item definition. Any entry you place in your mod's own script folder will be added to the game, or overwrite standard definitions, in the case of duplicate definitions.NolanDaneworth wrote: ↑Fri Mar 01, 2019 1:56 pm Now i have another problems
I completely dont follow these scripting references.
How do i rename uinames of objects. Like, instead of "essence of balance" another name.
The only thing i got from forum search is defineObject and init.lua
That is artifact of the walls you are using. The Castle tile set assumes a module height of 4; where the default is 3. To change the module height, right click on the map (in the list on the left), and choose properties. Here you can set the music, the module height, the location relative to other maps, and the map name.... how to remove this borders.
Do i have to manually build each platform then instead of tile-drawing ?SpoilerShow
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--test in console
beach_rock_wall_button_01_1.model:setMaterial("forest_wall")
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defineMaterial{
name = "beach_rocks",
diffuseMap = "assets/textures/env/forest_wall_01_dif.tga",
specularMap = "assets/textures/env/forest_wall_01_spec.tga",
normalMap = "assets/textures/env/forest_wall_01_normal.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 10,
depthBias = 0,
}