I can't figure out exactly what you want to have happen. I don't think its possible to have a torch that can't be removed from its holder. Maybe try using some other light source, like a lantern.Drakkan wrote:please easy script help - i do not want to player remove torch from some torch holder with printing some message. thanks
Ask a simple question, get a simple answer
-
- Posts: 168
- Joined: Thu Oct 30, 2014 1:56 am
Re: Ask a simple question, get a simple answer
Re: Ask a simple question, get a simple answer
Now see, this is two ceilings on the same tile at two different elevations, so overlapping is more difficult:NutJob wrote:Because you can't see through the first?Jackard wrote:Why can I not use two ceilings on the same tile at different elevations? This includes both terrain and object ceilings - only one will show up ingame.
Elevation 2
Elevation 0
Last edited by Jackard on Sun Nov 02, 2014 9:52 pm, edited 1 time in total.
Re: Ask a simple question, get a simple answer
Set ceilings -1 from the tiled ceiling (or another way to say it is if you have 0 floor height and 1 ceiling height set the "entity" ceiling you are adding to 0, not 1).
Edit: or I have no clue what you're trying to achieve. =)
Edit: or I have no clue what you're trying to achieve. =)
Re: Ask a simple question, get a simple answer
i have added some pictures
I've had to go with a temporary solution of no Ele-0 ceiling and an Ele-2 bridge instead, but this issue keeps coming up as I build, so if anyone has a real solution I would appreciate it.
Elevation 2
Elevation 0
I've had to go with a temporary solution of no Ele-0 ceiling and an Ele-2 bridge instead, but this issue keeps coming up as I build, so if anyone has a real solution I would appreciate it.
Elevation 2
Elevation 0
Last edited by Jackard on Sun Nov 02, 2014 10:05 pm, edited 1 time in total.
Re: Ask a simple question, get a simple answer
this was possible even in LOG1 so definitely it is possible in log2 as wellGoldenShadowGS wrote:I can't figure out exactly what you want to have happen. I don't think its possible to have a torch that can't be removed from its holder. Maybe try using some other light source, like a lantern.Drakkan wrote:please easy script help - i do not want to player remove torch from some torch holder with printing some message. thanks
script was something like this in log1
function keepTorch5(t5)
t5:addItem(spawn(\"torch\"))\
setMouseItem(nil)\
hudPrint(\" This is not your property \")\
end")
Re: Ask a simple question, get a simple answer
One thing, dang it!
My water still isn't working. I'm following video tutorials and I am sure I did things correctly. My dungeon is mostly at elevation 0, all my water is at -1 or below, I have the "water_surface_underground" asset on the map, but the water is not colored. It behaves like water but I still can't see it properly. What did I forget?
I found an incredible post by Leki, in another thread, which answered my item puzzle question and then some.
My water still isn't working. I'm following video tutorials and I am sure I did things correctly. My dungeon is mostly at elevation 0, all my water is at -1 or below, I have the "water_surface_underground" asset on the map, but the water is not colored. It behaves like water but I still can't see it properly. What did I forget?
I found an incredible post by Leki, in another thread, which answered my item puzzle question and then some.
Last edited by Matlock19 on Mon Nov 03, 2014 11:00 am, edited 1 time in total.
Re: Ask a simple question, get a simple answer
How do I make keys work? I have some round locks associated with "Round_Key" but using the key on them does nothing.
- Skuggasveinn
- Posts: 562
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Re: Ask a simple question, get a simple answer
Place a lock in your map, fill out the openedBy with the key type you want to unlock the lock, and add a connector from the lock to the door you want the lock to open (I'm guessing you haven't hooked the lock to a door via the connector)Jackard wrote:How do I make keys work? I have some round locks associated with "Round_Key" but using the key on them does nothing.
Skuggasveinn.
Re: Ask a simple question, get a simple answer
Thanks. I had entered the connection info manually and must have made a typo - dropdown menus do not appear while the dungeon preview is running.Skuggasveinn wrote:Place a lock in your map, fill out the openedBy with the key type you want to unlock the lock, and add a connector from the lock to the door you want the lock to open (I'm guessing you haven't hooked the lock to a door via the connector)
Re: Ask a simple question, get a simple answer
uping up my "simple" answers yet not answered
1. I´d like to clone forest_oak_cluster with offset, please somebody help me define it
defineObject{
name = "offset_cluster",
components = {
{
offset = vec(4,0,4),
}
},
}
2. I need script which will prevent party to take out torch from torch_holder. on log1 it was
function keepTorch5(t5)
t5:addItem(spawn(\"torch\"))\
setMouseItem(nil)\
hudPrint(\" This is not your property \")\
end")
1. I´d like to clone forest_oak_cluster with offset, please somebody help me define it
defineObject{
name = "offset_cluster",
components = {
{
offset = vec(4,0,4),
}
},
}
2. I need script which will prevent party to take out torch from torch_holder. on log1 it was
function keepTorch5(t5)
t5:addItem(spawn(\"torch\"))\
setMouseItem(nil)\
hudPrint(\" This is not your property \")\
end")