Search found 178 matches

by Lark
Fri Jan 13, 2017 6:05 am
Forum: Mod Creation
Topic: question about a modified pit / trapdoor
Replies: 10
Views: 3753

Re: question about a modified pit / trapdoor

You can also just move the party wherever you want using a script without using a teleporter. Just use party:setPosition(x, y, party.facing, elevation, level) if that would help. I believe that the "fall" could be orchestrated anyway you like, especially if you disabled gravity ( party.gravity:disab...
by Lark
Thu Jan 05, 2017 8:55 pm
Forum: Mod Creation
Topic: Is anyone still playing/modding Grimrock 2?
Replies: 24
Views: 10938

Re: Is anyone still playing/modding Grimrock 2?

MrChoke! Welcome back! It is awesome to have you back!! I've come, gone, and returned too. Life keeps getting in the way, but I'm more interested in creating things others can use instead of going for a full-blown mod (although I keep working on one). I keep bouncing from scripting to 3D graphics an...
by Lark
Tue Dec 13, 2016 11:03 pm
Forum: Mod Creation
Topic: Modding infodump
Replies: 46
Views: 25133

Re: Modding infodump

minmay: Okay, I see. Thank you for taking the extra time to help me yet again. You're quite amazing, you know. Thanks for the information on creating smooth 3D models without sharp edges too (or something like that). I'll be searching for that again and hopefully produce a few decent models eventual...
by Lark
Tue Dec 13, 2016 5:02 am
Forum: Mod Creation
Topic: Modding infodump
Replies: 46
Views: 25133

Re: Modding infodump

a ScriptComponent isn't even useful for it. Although it's only a simple example of what I'm playing with, why not? 1) The party steps on tile activating the trigger component, 2) the party speed set to .6 (or whatever) by onActivate, 3) the party leaves the tile and the triggers onDeactivate settin...
by Lark
Tue Dec 13, 2016 1:46 am
Forum: Mod Creation
Topic: Modding infodump
Replies: 46
Views: 25133

Re: Modding infodump

minmay: Thank you again. I can actually use what you have provided, I think. I'm trying to create some "specialized" tiles that are self-contained so that no frameworks, extra scripts, plates, et cetera are required for the tiles to function correctly. Not that any of these things are bad, mind you,...
by Lark
Sat Dec 10, 2016 10:04 pm
Forum: Mod Creation
Topic: Modding infodump
Replies: 46
Views: 25133

Re: Modding infodump

You can call an internal function (from a script component) from any other function (onInit, onActivate, onAnimationEvent, etc...) by having it 'navigate' to the script component, and execute a script as you would normally trigger functions through scripts. Zimber: I'm making progress and I have th...
by Lark
Thu Dec 08, 2016 6:22 pm
Forum: Mod Creation
Topic: Modding infodump
Replies: 46
Views: 25133

Re: Modding infodump

Zimberzimber: Thank you! I'm just now seeing how you can combine different properties in the same object - like your script internal to your omnitool object. That really helps. Minmay: Yes of course I see what you did in your example now and yes, it's much easier and proficuous. So duuuh :?, I never...
by Lark
Thu Dec 08, 2016 6:52 am
Forum: Mod Creation
Topic: Modding infodump
Replies: 46
Views: 25133

Re: Modding infodump

Detecting reloads To detect when the dungeon is loaded, place a single instance of this object anywhere in your dungeon: defineObject{ name = "load_detector", placement = "floor", components = { { class = "Null", onInit = function(self) -- Whenever this function is called, the dungeon has -- been l...
by Lark
Sat Dec 03, 2016 5:03 am
Forum: Mod Creation
Topic: Check altar for correct item to trigger connection
Replies: 6
Views: 3223

Re: Check altar for correct item to trigger connection

BlankGame: Coding is like anything else - start slow, put out a little effort, and learn as you go on simple programs. PM me if you want some assistance. I'll be happy to help you get started. I only have a little coding experience with Lua under Grimrock, but even a little knowledge can be rewardin...
by Lark
Fri Dec 02, 2016 5:28 am
Forum: Mod Creation
Topic: script timer memory question
Replies: 6
Views: 3173

Re: script timer memory question

Of course, you could always fall back on Pythagoras and calculate the distance between the party and whatever object, such as the script, and test to see if you're within the distance you wanted: if math.sqrt((party.x - self.go.x) ^ 2 + (party.y - self.go.y) ^ 2) > 6 then return But this might use m...