Re: Hook framework (a.k.a LoG Framework 2)
Posted: Sat Jan 03, 2015 7:09 pm
Hello
No need to dungeon I found my mistake , now it works
Bye
No need to dungeon I found my mistake , now it works
Bye
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http://grimrock.net/forum/
Code: Select all
defineObject{
name="floor_trigger",
baseObject="floor_trigger",
components = {
fw_addHooks{
class="FloorTrigger"
}
}
}
Thanks! I haven't understood this in reading your doc, but it is logicalJKos wrote:You have to manually add framework hooks to floor_trigger game object like you did with party object. like this:Code: Select all
defineObject{ name="floor_trigger", baseObject="floor_trigger", components = { fw_addHooks{ class="FloorTrigger" } } }
Code: Select all
cloneObject{
name="floor_fw_trigger",
baseObject="floor_trigger",
components = {
fw_addHooks{
class="FloorTrigger"
}
}
}
As I said in the post above, I have made now many tests without any success, and I don't understand why I can't figure out where is my error. I have no problem with party hooks as I said before, so I surely miss something important. Can you help me?Duncan1246 wrote:Hi JKos,
I tried your solution this morning (instead of solar eclipse, I have had a brain one, I think...): no result...
What I have done:Script is called, but do nothing... Where am I wrong?SpoilerShowPut this in init.lua:(I tried also with a replacment one by "defineObject", same result)Code: Select all
cloneObject{ name="floor_fw_trigger", baseObject="floor_trigger", components = { fw_addHooks{ class="FloorTrigger" } } }
then I put a floor_fw_trigger with "digonly" and a connected script: function battlefielddig()
fw.script:set('floor_fw_trigger@floorttrigger.Vallee des Anciens.onActivate',function(hook,self)
print("ok")
end)
end
God Damned! No! It's a bug in my post, in my mod I write it correctly "floortrigger". So my ask stays alive...JKos wrote:floorttrigger, there is an extra t.