Search found 2996 matches

by Isaac
Fri Apr 02, 2021 6:49 pm
Forum: Modding
Topic: [MOD] The One Room Dungeon - Round 1 - RELEASED
Replies: 211
Views: 123570

Re: [MOD] The One Room Dungeon - Round 1 - RELEASED

wagtunes wrote:
Fri Apr 02, 2021 2:47 pm
I don't know what NE is. I assume that's top left hand corner of the room.
I assume that the North East corner is the one on the top right.
by Isaac
Fri Apr 02, 2021 6:05 pm
Forum: Modding
Topic: [MOD] The One Room Dungeon - Round 1 - RELEASED
Replies: 211
Views: 123570

Re: [MOD] The One Room Dungeon - Round 1 - RELEASED

I don't remember the details about ORRR1, but the directions, assuming up == North:

Code: Select all

NW	N	NE

W		E

SW	S	SE
by Isaac
Thu Mar 25, 2021 8:27 pm
Forum: Mod Creation
Topic: Blender importer/exporter [1.5.1]
Replies: 12
Views: 2638

Re: Blender importer/exporter [1.5.0]

...But thank you for your reply. No slight intended. You did state it in your post, (and I missed it). It's easy to miss the export format, and someone who has might even still phrase their question as you did... with or without the quotes. As for the image, I am not at home, and do not have access...
by Isaac
Wed Mar 24, 2021 8:59 pm
Forum: Mod Creation
Topic: Blender importer/exporter [1.5.1]
Replies: 12
Views: 2638

Re: Blender importer/exporter [1.5.0]

The animation format was a principle change between LoG1 & 2. LoG2 animations won't work in LoG1.

In the animation export panel, you must select the animation format that you wish to export.
Image
by Isaac
Mon Mar 15, 2021 8:12 pm
Forum: Mod Creation
Topic: Blender importer/exporter [1.5.1]
Replies: 12
Views: 2638

Re: Blender importer/exporter [1.5.0]

I am using Blender v 2.92.0, with the 1.5.0 script, and do not have this error. :? (Import/Export of models & animation are working.)

Image
by Isaac
Sun Mar 14, 2021 11:42 pm
Forum: Modding
Topic: monsters
Replies: 341
Views: 219118

Re: monsters

Leki wrote:
Sun Mar 14, 2021 7:40 pm
Hope this one will help:
https://www.dropbox.com/s/ov0s0l6mk7iip ... NS.ms?dl=0
It's been a long Image time since I have seen you post. :shock:

Welcome back. 8-)
by Isaac
Sat Mar 13, 2021 6:23 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3753
Views: 1474873

Re: Ask a simple question, get a simple answer

The custom spell (with impossible gesture) would certainly do it, but the nature of the effect is well suited to a being a character condition. As a condition, it can be easily applied to any champion, and effectively handles itself after that; it can also be detected (per champion). Since this is a...
by Isaac
Wed Mar 10, 2021 9:09 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3753
Views: 1474873

Re: Ask a simple question, get a simple answer

I got it working the way I want it 8-) Components can be removed if they are a problem. The object's position can be determined (or just influenced) with scripting. https://dl.dropboxusercontent.com/s/udlcdcy6b6z1zop/wav1.gif But for what you might be doing, a custom animated wall asset could be th...
by Isaac
Wed Mar 10, 2021 2:22 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3753
Views: 1474873

Re: Ask a simple question, get a simple answer

The object's offset vector could be used for this, or even the 2D subtileOffset. setSubtileOffset(x,y) This moves an object along a 2D x & y grid in a cell, but it's not a function of the projectile component. You would have to obtain the projectile object ID. *This is easier if using a script inste...
by Isaac
Mon Mar 08, 2021 10:44 pm
Forum: Custom Dungeons
Topic: My opinion on LoG2 mods
Replies: 5
Views: 1668

Re: My opinion on LoG2 mods

Kirill wrote:
Mon Mar 08, 2021 9:32 pm
I do need to know how to cook so that i can say that food is tasty or not.
One can say the same of making Vegemite. ;)