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Re: Ask a simple question, get a simple answer
Posted: Sun Feb 15, 2015 9:13 am
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.
Re: Ask a simple question, get a simple answer
Posted: Sun Feb 15, 2015 9:30 am
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.
Re: Ask a simple question, get a simple answer
Posted: Sun Feb 15, 2015 9:38 am
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.
Re: Ask a simple question, get a simple answer
Posted: Sun Feb 15, 2015 9:57 am
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.
Re: Ask a simple question, get a simple answer
Posted: Sun Feb 15, 2015 10:29 am
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.
Re: Ask a simple question, get a simple answer
Posted: Tue Feb 17, 2015 10:52 pm
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()
Re: Ask a simple question, get a simple answer
Posted: Wed Feb 18, 2015 12:24 am
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.
Re: Ask a simple question, get a simple answer
Posted: Wed Feb 25, 2015 1:54 am
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?
Here is an example of the east edge of the map with no pillars...
Re: Ask a simple question, get a simple answer
Posted: Wed Feb 25, 2015 3:53 am
by Skuggasveinn
Take the following code and paste it into your tiles lua (or objects or where ever you like)
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.
Re: Ask a simple question, get a simple answer
Posted: Wed Feb 25, 2015 3:41 pm
by sajon
Sorry guys/gals the images should work now..