Search found 192 matches

by mahric
Fri Dec 19, 2014 3:29 pm
Forum: Mod Creation
Topic: NPC's and custom voice/sound?
Replies: 24
Views: 12756

Re: NPC's and custom voice/sound?

Thanks for the solution Aisuu, now I don't have to worry how to fit this into my schedule!
by mahric
Thu Dec 18, 2014 9:31 pm
Forum: Mod Creation
Topic: NPC's and custom voice/sound?
Replies: 24
Views: 12756

Re: NPC's and custom voice/sound?

It's not possible at the moment, but I don't think it's too hard to add to the script, as long as you don't mind the monster will stay hostile once it is.

I don't have time to look at this right now, I hope I can get to it this weekend.
by mahric
Thu Dec 11, 2014 9:07 pm
Forum: Mod Creation
Topic: NPC's and custom voice/sound?
Replies: 24
Views: 12756

Re: NPC's and custom voice/sound?

In the script you can check the name if the item that is given. If it's not the item you want the NPC to accept, return false and the item will be kept on the cursor. See the example below; it's what I use in the mod i'm working on now. The name of the item the npc accepts is "md_sewer_package". You...
by mahric
Thu Dec 04, 2014 10:22 pm
Forum: Mod Creation
Topic: Help destroying items
Replies: 1
Views: 724

Re: Help destroying items

If with "chest" you mean the "treasure chest", this should do it: 1) copy and paste the code below to a script entity. 2) add an "OnInsert" from the chest to the scriptentity you made, pointing to the function "destroyItem" function destroyItem(self, item) if item then item.go:destroy() end end
by mahric
Thu Dec 04, 2014 6:20 pm
Forum: Mod Creation
Topic: Checking content in hands + Spell light is active [Solved]
Replies: 9
Views: 2731

Re: Checking content in hands

Jouki, I think the torchEquipped() script below should do the trick. It checks all the champions with an item in their hand with the "TorchItemComponent", which should for all torches. However, there might be other items with lightsources that don't have this component. This script does not check fo...
by mahric
Sat Nov 29, 2014 3:54 pm
Forum: Mod Creation
Topic: Crude attempt at fly-by camera
Replies: 4
Views: 3513

Re: Crude attempt at fly-by camera

No, the camera can't fly between levels. I don't think the game engine loads the graphics for the adjacent levels. Every visible transition in the game to another level is through a fade-out and fade-in. The current demo only works for the level where the character is in anyway. To fly trough sepera...
by mahric
Sat Nov 29, 2014 12:49 pm
Forum: Mod Creation
Topic: Crude attempt at fly-by camera
Replies: 4
Views: 3513

Crude attempt at fly-by camera

Hi everyone, Here's my crude attempt at a fly-by camera. ( video , source example ) (if possible, watch with chrome @60fps to see how it really looks in game) With it, you can do stuff like: - Introduce a new area or a boss with a fly-by - Show the player where to go To create a "fly by", simply add...
by mahric
Sun Nov 23, 2014 11:56 am
Forum: Mod Creation
Topic: NPC's and custom voice/sound?
Replies: 24
Views: 12756

Re: NPC's and custom voice/sound?

Are you sure ? If you define another NPC with attached script on hooks AND adding sounds/voices, i think it'll be possible. More else, remember that in LoG2, sounds injections are really easier, so adding a custom sound ( declared before of course ) for this or that action is pretty easy, no ? I di...
by mahric
Sat Nov 22, 2014 5:46 pm
Forum: Mod Creation
Topic: NPC's and custom voice/sound?
Replies: 24
Views: 12756

Re: NPC's and custom voice/sound?

I've uploaded a version for LoG2 that includes almost ALL (40+) of the basic monsters. ( video here or download demo and source here ) With a few lines of scripting it's easy to interact with them, give them something or command them to move. mdNPC.source:registerNPC("myNPC") -- registers the npc at...
by mahric
Sat Nov 22, 2014 12:28 pm
Forum: Mod Creation
Topic: NPC's and custom voice/sound?
Replies: 24
Views: 12756

Re: NPC's and custom voice/sound?

Trying your "clickable" suggestion as we speak :)