Search found 433 matches

by zimberzimber
Fri Jun 15, 2018 8:29 pm
Forum: Mod Creation
Topic: Monster Invocation spell
Replies: 16
Views: 22389

Re: Monster Invocation spell

Another solution would be to make the "undead bodyguard" (presumably a zombie) like the viper root. If the player bumps into it, the zombie burrows back into the ground, and only resurfaces when the tile is free again. (how much work would it be to create a reverse spawn animation?) It wo...
by zimberzimber
Fri Jun 15, 2018 7:44 pm
Forum: Mod Creation
Topic: Monster Invocation spell
Replies: 16
Views: 22389

Re: Monster Invocation spell

Or you could make the ally walkable, like rat packs. And program its brain so it doesn't walk onto the party tile unless absolutely necessary. Or maybe that's what you want, because the ally is like a dog that always wants to be close to its master. Which then makes other monsters be able to walk o...
by zimberzimber
Fri Jun 15, 2018 12:07 pm
Forum: Mod Creation
Topic: Monster Invocation spell
Replies: 16
Views: 22389

Re: Monster Invocation spell

Since Grimrock was not built with allied monsters in mind, there are another two things you have to take into account: - Blocking Paths: Unless you plan on making the entire dungeon have two tile wide corridors, I can guarantee that the monster will always be blocking your path. It might also help t...
by zimberzimber
Mon Jun 11, 2018 10:50 pm
Forum: Mod Creation
Topic: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]
Replies: 100
Views: 151818

Re: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]

If you've gotten as far as adding a hook to onCastSpell, no reason you shouldn't understand adding your snippet to the defined party in my scripts...
My definition is located a \mod_assets\zim_assets\zim_party.lua, find onCastSpell function in the definition, and add your code there.
by zimberzimber
Mon Jun 11, 2018 12:11 pm
Forum: Mod Creation
Topic: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]
Replies: 100
Views: 151818

Re: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]

Twy writing that into the party definition inside he zim_party.lua file
I think my definition just overrode yours
by zimberzimber
Sun May 20, 2018 6:23 pm
Forum: Info
Topic: GDPR
Replies: 12
Views: 37407

Re: GDPR

Poster information on the right is so weird :?
by zimberzimber
Sat May 12, 2018 1:43 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3894
Views: 2963801

Re: Ask a simple question, get a simple answer

Most of my stuff doesn't rely on anything. Will require the zimscript at most. Monsters only need their script file, and sometimes a model or texture. You can easily check what they need by looking at the model component for model/material overrides, and looking for extra model components (like the ...
by zimberzimber
Sat May 12, 2018 11:16 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3894
Views: 2963801

Re: Ask a simple question, get a simple answer

Nope, no simple way as you have to delete all the script/image/model files that you're not going to use.
you can just make sure the scripts are never inited, there will be less load on the game, but the bloat will still be there.
by zimberzimber
Fri May 11, 2018 4:46 pm
Forum: Mod Creation
Topic: Project Default Town Map
Replies: 34
Views: 43181

Re: Project Default Town Map

That's wnat I said from the start. Why try to make something original when you can just copy the good stuff from much more talented modders.
I'm done
by zimberzimber
Fri May 11, 2018 4:12 pm
Forum: Mod Creation
Topic: Project Default Town Map
Replies: 34
Views: 43181

Re: Project Default Town Map

Like I said, there is already a thing like that: http://www.grimrock.net/forum/viewtopic.php?f=22&t=9863 And since that project is pretty much dead, don't except for this to go any better, especially with your ambitious plans. Btw, any hint to set these archer guys at a height of 1.5? Now they'r...