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Re: Ask a simple question, get a simple answer
Posted: Sun Nov 02, 2014 9:43 pm
by GoldenShadowGS
Drakkan wrote:please easy script help - i do not want to player remove torch from some torch holder with printing some message. thanks
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.
Re: Ask a simple question, get a simple answer
Posted: Sun Nov 02, 2014 9:46 pm
by Jackard
NutJob wrote: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.
Because you can't see through the first?
Now see, this is two ceilings on the same tile at two different elevations, so overlapping is more difficult:
Elevation 2
Elevation 0
Re: Ask a simple question, get a simple answer
Posted: Sun Nov 02, 2014 9:49 pm
by NutJob
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. =)
Re: Ask a simple question, get a simple answer
Posted: Sun Nov 02, 2014 9:52 pm
by Jackard
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
Re: Ask a simple question, get a simple answer
Posted: Sun Nov 02, 2014 10:03 pm
by Drakkan
GoldenShadowGS wrote:Drakkan wrote:please easy script help - i do not want to player remove torch from some torch holder with printing some message. thanks
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.
this was possible even in LOG1 so definitely it is possible in log2 as well
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
Posted: Sun Nov 02, 2014 11:00 pm
by Matlock19
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.
Re: Ask a simple question, get a simple answer
Posted: Mon Nov 03, 2014 6:31 am
by Jackard
How do I make keys work? I have some round locks associated with "Round_Key" but using the key on them does nothing.
Re: Ask a simple question, get a simple answer
Posted: Mon Nov 03, 2014 6:42 am
by Skuggasveinn
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.
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)
Skuggasveinn.
Re: Ask a simple question, get a simple answer
Posted: Mon Nov 03, 2014 6:50 am
by Jackard
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)
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.
Re: Ask a simple question, get a simple answer
Posted: Mon Nov 03, 2014 1:49 pm
by Drakkan
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")