Re: [Models] New created Models..
Posted: Mon Apr 13, 2015 9:53 pm
OOps ![Smile :)](./images/smilies/icon_e_smile.gif)
Sorry to read about these probs - i thought all people using this would be aware to look carefully at my example dungeon...
Really bad description failure by me. Well, in real i forgot to mention it exactly in my manual v3.. and since i have soo small time
to bother with grimrock (i really want but... ) it was forgotten over time.
In the objects.lua - at the beginning - you´ll find this section:
Was implemented because item 'dm_pickaxe' only should be able to destroy the "dm_cavein_breakable".
For that functionality it is necessary to use a party hook.
These section from "dm_cavein_breakable" in objects.lua:
Here the in-example-dungeon script DMDungeonInit is asked. It MUST exist in the dungeon, otherwise the game may crash
sorry..
So here the initial script that you must set at level 1 of your dungeon:
Script: DMDungeonInit
You´ll see a variable 'whatWeapon' - it is the one out of that party on attack function inside objects.lua.
Summary:
Objects.lua
- clone party script
- dm_cavein_breakable object definition
Items.lua
- dm_pickaxe item definition
Dungeon editor file
- script function - DMDungeonInit - must be set!
(you will find mine at the first level in the top left corner)
Then all should work as expected! (hopefully) xD
Please be gentle with me![Wink ;)](./images/smilies/icon_e_wink.gif)
Wish you all a cool mod experience with grimrock 2 - damn, if i would have enough time... so full of ideas.
![Smile :)](./images/smilies/icon_e_smile.gif)
Sorry to read about these probs - i thought all people using this would be aware to look carefully at my example dungeon...
Really bad description failure by me. Well, in real i forgot to mention it exactly in my manual v3.. and since i have soo small time
to bother with grimrock (i really want but... ) it was forgotten over time.
In the objects.lua - at the beginning - you´ll find this section:
Code: Select all
cloneObject{
name = "party",
baseObject = "party",
onAttack = function (self, weapon)
return DMDungeonInit.whatWeapon(self, weapon)
end,
}
For that functionality it is necessary to use a party hook.
These section from "dm_cavein_breakable" in objects.lua:
Code: Select all
-- IMPORTANT! clone party + script 'DMDungeonInit' in dungeon needed! see DM Set manual.
onDamage = function(self, dmg, dmgType)
if dmgType == "fire" or
dmgType == "cold" or
dmgType == "shock" or
dmgType == "poison"
then
hudPrint("Magic has no effect on Stone and Gravel!")
return false
else
return DMDungeonInit.checkDamage(self, dmg, dmgType)
end
end,
![Wink ;)](./images/smilies/icon_e_wink.gif)
So here the initial script that you must set at level 1 of your dungeon:
Script: DMDungeonInit
Code: Select all
usedWeapon = ""
function checkDamage(self, dmg, dmgType)
if usedWeapon == "dm_pickaxe" then
usedWeapon = ""
return true
else
if self.name == "dm_cavein_breakable" then
hudPrint("Use a Pickaxe for digging..")
end
usedWeapon = ""
return false
end
end
function whatWeapon(self, weapon)
if weapon then
usedWeapon = weapon.name
end
return true
end
Summary:
Objects.lua
- clone party script
- dm_cavein_breakable object definition
Items.lua
- dm_pickaxe item definition
Dungeon editor file
- script function - DMDungeonInit - must be set!
(you will find mine at the first level in the top left corner)
Then all should work as expected! (hopefully) xD
Please be gentle with me
![Wink ;)](./images/smilies/icon_e_wink.gif)
Wish you all a cool mod experience with grimrock 2 - damn, if i would have enough time... so full of ideas.