Search found 158 matches

by Prozail
Thu Jan 08, 2015 6:37 pm
Forum: Mod Creation
Topic: weight alcove
Replies: 11
Views: 5104

Re: weight alcove

It's a floating point error.. I have no good way of solving it but the following works. ---- -- Given a surface component, get the weight of all items on that surface. -- Example: -- local weight = getSurfaceWeight(entity.surface); -- hudPrint("Surface Weight: " .. weight); function getSurfaceWeight...
by Prozail
Wed Jan 07, 2015 11:45 pm
Forum: Mod Creation
Topic: how to destroy item on an altar?
Replies: 16
Views: 5992

Re: how to destroy item on an altar?

ok.. this might not be what you want at all, but... if you have your two mine-platforms, one called platformA and another called platformB. Hook up both platforms insertItem and removeItem to the following script and try it out: function itemOnPlatform(sender) local wb = 0 local wa = 0 for _, a in p...
by Prozail
Wed Jan 07, 2015 11:38 am
Forum: Mod Creation
Topic: how to destroy item on an altar?
Replies: 16
Views: 5992

Re: how to destroy item on an altar?

Why not change things around a bit. Spawn the new platforms first, then move the items from the old platforms to the new ones, and then destroy the old platforms. It's all happening in a single frame anyway so you won't notice the order. This way you don't have to keep an intermediate list of the it...
by Prozail
Thu Dec 25, 2014 1:02 pm
Forum: Mod Creation
Topic: [Custom Tileset] ODS - Old Dongeon Style TileSet v1.3
Replies: 50
Views: 22890

Re: [Custom Tileset] ODS - Old Dongeon Style TileSet v1.3

Been thinking about the occluders aswell. I'll update my conversions sometime after christmas. Need to redo a few things in the dark elf temple conversion anyway.
by Prozail
Wed Dec 10, 2014 9:25 am
Forum: Mod Creation
Topic: Having some trouble with shootProjectile
Replies: 30
Views: 16785

Re: Having some trouble with shootProjectile

I tried a different approach to the fire-an-arrow problem, and tried to make it into a spell... It sortof works.. but there are a few issues as to what it actually hits... defineObject{ name = "projectile_arrow_hit", baseObject = "base_spell", components = { { class = "Particle", particleSystem = "h...
by Prozail
Wed Dec 10, 2014 9:06 am
Forum: Mod Creation
Topic: Wish there was more info on the Brain component
Replies: 19
Views: 5807

Re: Wish there was more info on the Brain component

once makes one move towards "cell_trickster_target_1", he is no longer by the lock, and will start moving towards the lock instead.
by Prozail
Sat Dec 06, 2014 11:27 pm
Forum: Mod Creation
Topic: Connectors?
Replies: 4
Views: 1747

Re: Connectors?

According to the script reference DoorComponents have onOpen and onClose events.

DoorComponent.onOpen(self)
DoorComponent.onClose(self)
by Prozail
Sat Nov 29, 2014 12:46 pm
Forum: Mod Creation
Topic: [ASSETS] LOG 1 MONSTERS - Enhanced Edition
Replies: 53
Views: 29801

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

I threw togheter that brain fairly quickly yesterday, im sure theres alot of tweeks to be needed. I honestly can't remember exactly how it's supposed to behave, and i've only tested it in the center of a 3x3 room... It should retreat after 3 second if the party is no longer visible, so if youre 2 sq...
by Prozail
Fri Nov 28, 2014 6:43 pm
Forum: Mod Creation
Topic: [ASSETS] LOG 1 MONSTERS - Enhanced Edition
Replies: 53
Views: 29801

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

hmm. i actually get that error in the editor aswell if the tentacle is on a different level. no solve yet though. Seems to be that the TentacleBrain component is borked somehow, the TentacleHide component seems to be working, so we prob. just need to reinvent the brain-part from a normal BrainCompon...
by Prozail
Fri Nov 28, 2014 9:06 am
Forum: Mod Creation
Topic: [ASSETS] LOG 1 MONSTERS - Enhanced Edition
Replies: 53
Views: 29801

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Ahh. i didn't even notice the side attacks didn't do damage, but that's an easy fix. Change all the events to be "attack" instead of "attack_right" etc. I've fixed my above post. it you want more aggression you can lower the cooldown (and strength) of the attack, or maybe increase the animation spee...