Ask a simple question, get a simple answer

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
RedNova
Posts: 7
Joined: Fri Aug 28, 2015 12:18 pm

Re: Ask a simple question, get a simple answer

Post by RedNova »

Isaac wrote: First, click the arrow in the circle on the automap. Is it still blank after that?
Yep. Tried this already.
______
Isaac wrote:

Code: Select all

my_ogre_1.monster:setEvasion(45)
my_ogre_1.basicAttack:setAttackPower(150)
my_ogre_1.turnAttack:setAttackPower(150)
my_ogre_1.charge:setAttackPower(150)
I see different attack moves here. There is some list of them, i suppose?
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Isaac
Posts: 3185
Joined: Fri Mar 02, 2012 10:02 pm

Re: Ask a simple question, get a simple answer

Post by Isaac »

Each monster has these components, but they can have unique names. The way to find them out is to look at the monster definition scripts in the asset pack.
Yep. Tried this already.
What OS are you running?

*I've never seen this in the Windows version (and haven't played the other versions). Blank maps can exist, but it still displays the party icon; the yellow arrow.
RedNova
Posts: 7
Joined: Fri Aug 28, 2015 12:18 pm

Re: Ask a simple question, get a simple answer

Post by RedNova »

Isaac wrote:What OS are you running?
Win7
Is map auto-drawing function working by itself? Or i should somehow enable it in my dungeon?
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Isaac
Posts: 3185
Joined: Fri Mar 02, 2012 10:02 pm

Re: Ask a simple question, get a simple answer

Post by Isaac »

Does this happen only on this map?

(I'm guessing the answer is probably 'yes'.)

Are you using 3rd party mod scripts?
RedNova
Posts: 7
Joined: Fri Aug 28, 2015 12:18 pm

Re: Ask a simple question, get a simple answer

Post by RedNova »

Isaac wrote:Does this happen only on this map?
Yes.
Isaac wrote:Are you using 3rd party mod scripts?
Just one. For catching tiny_rats
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Isaac
Posts: 3185
Joined: Fri Mar 02, 2012 10:02 pm

Re: Ask a simple question, get a simple answer

Post by Isaac »

RedNova wrote:
Isaac wrote:Are you using 3rd party mod scripts?
Just one. For catching tiny_rats
I take it that when you disabled the script, the map was still blank?

*Really the only way for anyone here to figure out the problem (if they don't know what it is by the symptom), is to read the dungeon.lua and init.lua scripts.
RedNova
Posts: 7
Joined: Fri Aug 28, 2015 12:18 pm

Re: Ask a simple question, get a simple answer

Post by RedNova »

Isaac wrote: I take it that when you disabled the script, the map was still blank?

*Really the only way for anyone here to figure out the problem (if they don't know what it is by the symptom), is to read the dungeon.lua and init.lua scripts.
Deleted script. Nothing changed. Not a single word about automap in both files.
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Skuggasveinn
Posts: 562
Joined: Wed Sep 26, 2012 5:28 pm

Re: Ask a simple question, get a simple answer

Post by Skuggasveinn »

RedNova wrote:And why map of my dungeon is blank?
Automap not working is usually because people have not defined the coordinates for their levels and they have more then one level occupying the same space (0.0.0 and another at 0.0.0 etc)
If that's the case you need to set the layout of your levels, please have a look at this for a more detailed explanation https://www.youtube.com/watch?v=6cv3P8d ... e=youtu.be

Hope that helps.

Skuggasveinn.
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
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Kuro01
Posts: 36
Joined: Tue Jun 23, 2015 2:05 pm

Re: Ask a simple question, get a simple answer

Post by Kuro01 »

Here's a simple question I need help with. I'm trying to get hudPrint text to not fade out so soon. Is there a way to have it so the text can be controlled by a timer or something? I read the text but it fades before I can finish reading it.

Code: Select all

function hello()
  hudPrint("hello")
end
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The cube
Posts: 94
Joined: Tue Apr 23, 2013 6:09 pm
Location: Barren Desert

Re: Ask a simple question, get a simple answer

Post by The cube »

Hi guys. Could someone tell me why this script crashes?

Code: Select all

function findDestructionOrb()
	for x=3,14,1 do
		for y=3,14,1 do
			for e in party.map:entitiesAt(x, y) do
				if e.name == "thecube_destruction_orb" then
					print("x = " .. x .. ", y = " .. y .. ", z = " .. e.elevation)
					spawn("forest_ogre", party.map, x, y, 0, e.elevation)
					--damageTile(party.map, x, y, 0, e.go.elevation, 256, fire, 500)
					e:destroyDelayed()
					
				end
			end
		end
	end
end
The crash happens at the line where i attempt to spawn the ogre.
Also, the damagetile crashes in a similar manner if uncommented.

This is the error message i get:
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Image
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