Search found 91 matches

by Lorial
Wed Jun 30, 2021 9:42 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3894
Views: 2964504

Re: Ask a simple question, get a simple answer

Ah, this works, thanks. So it has to be tga specifically in order to recognize the file, weird. 1) Teleporter/Spin: The teleporter below is supposed to spawn briefly and turn incoming projectiles and monsters around on the same tile, but it doesn't. If I give it a specific TeleportTarget it works, u...
by Lorial
Sat Jun 26, 2021 7:14 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3894
Views: 2964504

Re: Ask a simple question, get a simple answer

The game picks the first accepting SurfaceComponent on the object when you click a ClickableComponent; it has no way of knowing that you want clickable2 to correspond to surface_2. To work around this, you can use the onAcceptItem hook to reject the item from all SurfaceComponents except the one yo...
by Lorial
Wed Jun 23, 2021 1:25 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3894
Views: 2964504

Re: Ask a simple question, get a simple answer

Need some help with the surfaces for my custom alcove below. Both alcoves have their own surface and both areas are clickable, can be filled with items via editor and emptied manually. However, as soon as I insert an item it only uses surface_1, the upper alcove. Am I overseeing something or is that...
by Lorial
Sun Jun 20, 2021 6:25 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3894
Views: 2964504

Re: Ask a simple question, get a simple answer

Solved
by Lorial
Sun Jun 06, 2021 9:14 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3894
Views: 2964504

Re: Ask a simple question, get a simple answer

If you want the Button component's disableSelf checkbox to have an effect, you need to look at its value. Perfect, works like a charm and for all buttons, secret buttons and levers. Now disableSelf is finally working as intended. Now off to removing all the scripts for individual buttons, yay. Than...
by Lorial
Sat Jun 05, 2021 7:14 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3894
Views: 2964504

Re: Ask a simple question, get a simple answer

Thank you so much for that, Isaac. Unfortunately, this leaves it clickable twice, even though the second click does nothing (tested with toggles). Fiddled around a bit and I now have a single-use button, just like I wanted. However, the disableSelf box has no effect. So now there are three versions....
by Lorial
Fri Jun 04, 2021 8:27 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3894
Views: 2964504

Re: Ask a simple question, get a simple answer

Thanks for the replies, but the whole underwater bit just makes my head hurt and nothing seems to work. Gonna leave that to those who know what they're doing. Or you can attach timers to the party dynamically: http://www.grimrock.net/forum/viewtopic.php?f=23&t=18556&p=121823#p121823 Just to ...
by Lorial
Thu Jun 03, 2021 6:51 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3894
Views: 2964504

Re: Ask a simple question, get a simple answer

Yes, by attaching timers to the party. Yeah, that makes sense. However, I have never used any party hooks before, so I'm rather clueless. Do I have to define the party as an object first or how does that work? Mind giving an example on how to connect a timer or any trigger to the party? On another ...
by Lorial
Tue Jun 01, 2021 9:20 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3894
Views: 2964504

Re: Ask a simple question, get a simple answer

Is there a way to use "global" timers that count down reliably whether the player is on the respective level or not? When I trigger an event with a timer object via script and leave the level, the time seems to run a lot slower and a 10 second timer activates roughly a minute later. Been u...
by Lorial
Sat Mar 27, 2021 9:24 am
Forum: Custom Dungeons
Topic: [New Mod] Falagar - A Journey
Replies: 156
Views: 201819

Re: [New Mod] Falagar - A Journey

p.s. When new update is planned? Over the last couple of months I received a ton of feedback and bug reports and was working on improving the mod accordingly as many aspects mentioned were actually valid, not like the idiotic ones from people like Pompidom and his second accounts. When a rather act...