Search found 42 matches

by Hariolor
Tue Jan 01, 2013 8:06 pm
Forum: Modding
Topic: Mt Thamyst - beta testers desired
Replies: 13
Views: 5724

Re: Mt Thamyst - beta testers desired

Avarice The creatures released should have dropped keys...unless they didn't in which case I need to go back and put those back in. There's a workaround in the next spoiler box... If I *did* forget to put the keys back in after I modified the room (not on the computer with the mod files right now), ...
by Hariolor
Mon Dec 31, 2012 8:31 pm
Forum: Modding
Topic: Mt Thamyst - beta testers desired
Replies: 13
Views: 5724

Re: Mt Thamyst - beta testers desired

2 Program Crashes: 1: in Level 13, Underhalls ... when you get to "once you pass the gate, pass not back": if you turn back, a skeleton spawns, kill that and continue to go back -> crash 2: in the alcove "prove thyself pure of spirit": if you put in one item, take it out again, then another in the ...
by Hariolor
Mon Dec 31, 2012 3:12 am
Forum: Modding
Topic: Scripts help
Replies: 14
Views: 7515

Re: Scripts help

Hello everybody, 2. It is possible to script somehow that object "spawner" (creature) will drop some item after killing ? EDIT: solved for single monster. However still not working for group of single monsters (like skeleton_patrol) thats all for now, thanks see this thread http://www.grimrock.net/...
by Hariolor
Mon Dec 31, 2012 2:08 am
Forum: Modding
Topic: quick item spawn question
Replies: 8
Views: 3592

Re: quick item spawn question

didn't test this yet - but I think you can do

if CONDITION1 and fancybrasskey == nil

then

Whatever you want to do.
by Hariolor
Sun Dec 30, 2012 11:54 pm
Forum: Modding
Topic: mobs won't shoot past altars
Replies: 2
Views: 1798

mobs won't shoot past altars

I've noticed that the player can fire/throw weapons across an altar/table/etc without hinderance. However, ranged enemies won't shoot back. Assuming this is a problem with the monster "brain" interpreting the altar as a blockage. Does anyone know a workaround for this. I'd love to use altar-type obj...
by Hariolor
Sun Dec 30, 2012 11:42 pm
Forum: Modding
Topic: Removing an item from alcove
Replies: 10
Views: 13003

Re: Removing an item from alcove

Yep...just be really careful when you destroy the alcove...if the same script gets called again somehow (e.g., by a pressure plate), or if another script somewhere else tries to do something with the alcove, it will crash the game because that alcove ID was already destroyed once! ;)
by Hariolor
Sun Dec 30, 2012 11:37 pm
Forum: Modding
Topic: Help to FX
Replies: 2
Views: 1385

Re: Help to FX

Probably easier to clone a light source and spawn or toggle it as you desire. Add something like this to your mod_assets/scripts/objects.lua file cloneObject{ name = "red_ceiling_light", baseObject = "temple_ceiling_lamp", particleSystem = false, lightColor = vec(0.75,0,0), -- sets light to red. edi...
by Hariolor
Sun Dec 30, 2012 11:11 pm
Forum: Modding
Topic: Removing an item from alcove
Replies: 10
Views: 13003

Re: Removing an item from alcove

Thought about that too - but havent looked into how (if possible) it is done... This seems to work fine: function alcoveswap() dungeon_alcove_1:destroy() spawn("dungeon_secret_door",1,13,16,1) end edit: I had to place the secret door manually the first time to get the coordinates and orientation ri...
by Hariolor
Sun Dec 30, 2012 11:02 pm
Forum: Modding
Topic: Mt Thamyst - beta testers desired
Replies: 13
Views: 5724

Re: Mt Thamyst - beta testers desired

updated to version 1.0.4 now Mostly just aesthetic changes from 1.0.3. There were a couple places I managed to get stuck with some reckless bungling around, so made it more difficult/impossible to get stuck. Spoiler details for anyone who has v1.0.3 and wants to avoid getting trapped...tried to not ...
by Hariolor
Sun Dec 30, 2012 10:09 pm
Forum: Modding
Topic: Removing an item from alcove
Replies: 10
Views: 13003

Re: Removing the alcove...

I would like to also remove the alcove all together - but when I destroy it with alcove:destroy(), the whole wall gets removed and only a black hole remains... Is there a way to only remove the alcove, and not the entire wall? best bet is probably to spawn a secret wall from the same wallset in the...