Search found 1169 matches

by THOM
Wed Mar 03, 2021 1:47 pm
Forum: Mod Creation
Topic: Fade in Fade out
Replies: 4
Views: 641

Re: Fade in Fade out

Are you using the code in a script-entity or elsewhere?

EDIT: Ah, and the name of the function has to be set in quotes. Corrected my code above.
by THOM
Wed Mar 03, 2021 11:20 am
Forum: Mod Creation
Topic: Fade in Fade out
Replies: 4
Views: 641

Re: Fade in Fade out

use GameMode.fadeIn(color, length) GameMode.fadeOut(color, length) e.g. function fade() GameMode.fadeOut(0,1) delayedCall(self.go.id, 5, "fadeBack") end function fadeBack() GameMode.fadeIn(0,1) end You might want to think about disabeling the champions during the five seconds of black? Then use Game...
by THOM
Sun Feb 28, 2021 7:38 pm
Forum: Mod Creation
Topic: [Assets Collection] LoG1 Conversions Pack II
Replies: 3
Views: 734

Re: [Assets Collection] LoG1 Conversions Pack II

And I already had to leave out a whole tileset, some objects and a few other monsters...
by THOM
Sun Feb 28, 2021 4:49 pm
Forum: Modding
Topic: monsters
Replies: 341
Views: 219857

Re: monsters

ratman wrote:
Sun Feb 28, 2021 2:18 am
sure, this weekend sounds good
done
by THOM
Sun Feb 28, 2021 4:48 pm
Forum: Mod Creation
Topic: [Assets Collection] LoG1 Conversions Pack II
Replies: 3
Views: 734

[Assets Collection] LoG1 Conversions Pack II

This is another collection of assets originally built for Grimrock 1 that now got converted for the Grimrock 2 scripting system. Included are a lot decorations, breakables, some rune symbol locks, 16 kinds of monsters, several new items and also the Cows on Wheels mini-game by antti. In addition the...
by THOM
Thu Feb 25, 2021 1:13 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3753
Views: 1480424

Re: Ask a simple question, get a simple answer

I can't remember, where exactly I bought my game, but it included no key. I have one for LoG1, but not for 2.
by THOM
Wed Feb 24, 2021 8:19 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3753
Views: 1480424

Re: Ask a simple question, get a simple answer

Sometimes a script or an object can produce effects on a wrong level. e.g. when you reppell something on a certain square but forgot to query also for the right level. Maybe something like that is going on.
by THOM
Wed Feb 24, 2021 5:14 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3753
Views: 1480424

Re: Ask a simple question, get a simple answer

Good point, maneus.
I've in addition thought if anything with other custom objects may cause the problem. Maybe one has a door component or a ProjectileCollider. Maybe with an offset.

A good way would be to delete all objects one by one and see, if anything changes when doing it.
by THOM
Tue Feb 23, 2021 11:43 pm
Forum: Modding
Topic: monsters
Replies: 341
Views: 219857

Re: monsters

Not all have responded. Wallasaurus did.

And, yes - I'm going to release the pack. At the weekend?
by THOM
Tue Feb 23, 2021 8:44 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3753
Views: 1480424

Re: Ask a simple question, get a simple answer

Wa? The not present minimalSaveState should keep a door from being not in the state you have left it. Every door stays open or close as it was when reloaded. Concerning the lever: I'm a bit lazy at the moment to write a script, but if you use the onActivate hook in its definition, you should be able...