Search found 37 matches

by Alcator
Thu Apr 04, 2013 1:19 pm
Forum: Modding
Topic: [Learning LUA] Lesson 3: Values and Operators is up!
Replies: 49
Views: 37830

Re: Day Two - Values, Operators, and Assignments

and and or : These operators only look at their second operand when they need to, in order to avoid causing run-time errors (this is called short-cut evaluation , but it's not necessary you know this). And will return its first argument if the value is false or nil, while or will return its first a...
by Alcator
Wed Apr 03, 2013 4:36 pm
Forum: Modding
Topic: [Learning LUA] Lesson 3: Values and Operators is up!
Replies: 49
Views: 37830

Correction to "Case sensitive language" bit.

3. Lua is case-sensitive. The word Goromorg is not the same as goromorg. Words reserved for use within lua can be used as variables simply by changing the case (Then instead of then, for example). All right, while the paragraph is technically correct, it also represents a programming sin so great t...
by Alcator
Sat Mar 23, 2013 11:06 am
Forum: Modding
Topic: Scripting Punishable Failures
Replies: 10
Views: 3610

Re: Scripting Punishable Failures

So, you don't get demon head to shoot fire, actually. What you get is an invisible object called SPAWNER (find it in the "Logic" section of objects), to which you'll write "fireball" or "fireball_greater" as the projectile. Then, all you do is [spawner]:activate() to make it shoot 1 fireball. Then t...
by Alcator
Fri Mar 22, 2013 10:17 am
Forum: Modding
Topic: What does this mean? (D3DError)
Replies: 17
Views: 4675

Re: What does this mean? (D3DError)

Still, Almost Human might be interested in getting dxdiag report (dxdiag is a program in everybody's windows, and it can produce and export a report about the computer) and the crash error message. Not saying they will fix it, but it might be theoretically useful for them to look at it.
by Alcator
Thu Mar 21, 2013 8:08 pm
Forum: Modding
Topic: What does this mean? (D3DError)
Replies: 17
Views: 4675

Re: What does this mean? (D3DError)

Does your tester have the most up-to-date version of the game?

Does the tester have the most up-to-date graphics drivers?
by Alcator
Thu Mar 21, 2013 4:29 pm
Forum: Modding
Topic: blocker for party?
Replies: 35
Views: 17254

Re: blocker for party?

(...) I think I misunderstood the usage of the cloned party as being incompatible with a custom party. There should be no conflict. you can do whatever you need to CUSTOMize your party (i.e., change your champions etc.), the whole idea behind clone'd party is that the party object that is moving th...
by Alcator
Thu Mar 21, 2013 4:26 pm
Forum: Modding
Topic: blocker for party?
Replies: 35
Views: 17254

Re: blocker for party?

If this really works, excellent job! This would be the very simple solution that it really seemed was out there waiting to be discovered (I had tried to use the blocker before, but couldn't get it to work without crashing). Is there a way to use it without creating a specific (cloned) party, though...
by Alcator
Thu Mar 21, 2013 3:38 pm
Forum: Modding
Topic: blocker for party?
Replies: 35
Views: 17254

Re: blocker for party?

Yep, this is the best way: Put this into your objects.lua: -- this defines party_blocker -- don't forget to always set it to "deactivated", so that monsters can get through. cloneObject{ name = "party_blocker", baseObject = "blocker", editorIcon = 96, } -- this defines a party which cannot pass part...
by Alcator
Thu Mar 21, 2013 10:43 am
Forum: Modding
Topic: Request for testing: Rite of Passage ("finished")
Replies: 0
Views: 1270

Request for testing: Rite of Passage ("finished")

Dear fellow modders, quite a few players are struggling with "Rite of Passage" dungeon . So far I'm only answering questions for situations where they got stuck, but that doesn't really give me any feedback on whether the pacing is good, how they move through the dungeon, where they look first/secon...
by Alcator
Thu Mar 21, 2013 9:54 am
Forum: Modding
Topic: blocker for party?
Replies: 35
Views: 17254

Re: blocker for party?

actually, you could use DEactivated BLOCKERS, and in your onMove hook check if at the "destination" tile there is this blocker. When a blocker is deactivated, monsters can move through it with no problem. This would be slightly more efficient than placing all those N/S/W/E hidden pressure plates (at...