Search found 69 matches

by Scotty
Fri Mar 27, 2015 2:58 pm
Forum: Custom Dungeons
Topic: Grimrock Unlimited: A Procedurally Generated Adventure
Replies: 87
Views: 45736

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Updating to the latest version should fix that!
by Scotty
Mon Mar 16, 2015 8:28 am
Forum: Custom Dungeons
Topic: Grimrock Unlimited: A Procedurally Generated Adventure
Replies: 87
Views: 45736

Re: Grimrock Unlimited: A Procedurally Generated Adventure

I just put all the dungeon files up for download on the original post if anyone's interested. Feel free to use them however you wish, build onto it, use bits and pieces for your own stuff, whatever. I will warn you though, this was my very first attempt at LUA, so a lot of the core structure and stu...
by Scotty
Tue Dec 30, 2014 5:08 am
Forum: Custom Dungeons
Topic: Grimrock Unlimited: A Procedurally Generated Adventure
Replies: 87
Views: 45736

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Fixed the crash! Thanks for the heads up, elpusher.

It was caused by slightly changing the world position of a bookshelf :?.
by Scotty
Tue Dec 30, 2014 5:01 am
Forum: Support and Tech Discussion
Topic: Custom dungeon crash when saving.
Replies: 2
Views: 2480

Re: Custom dungeon crash when saving.

I believe I've found what's causing the issue: spawn("castle_wall_bookshelf_01", level_index, herei, herej, bookcase_facing, 0, bookcase_ID) vector = findEntity(bookcase_ID):getWorldPosition() vector[2] = vector[2] - 0.45 findEntity(bookcase_ID):setWorldPosition(vector) Spawning in a bookshelf, and ...
by Scotty
Tue Dec 30, 2014 4:03 am
Forum: Support and Tech Discussion
Topic: Custom dungeon crash when saving.
Replies: 2
Views: 2480

Custom dungeon crash when saving.

I'm getting a crash anytime when saving the game on my custom dungeon:

Image

Does anyone have any insight on what could cause a crash like this? There don't appear to be any other crashes or issues during normal play.
by Scotty
Tue Dec 30, 2014 3:35 am
Forum: Custom Dungeons
Topic: Grimrock Unlimited: A Procedurally Generated Adventure
Replies: 87
Views: 45736

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Welp, that's no good. That error message tells me absolutely nothing, as well.

I guess i'll try taking things out one by one and see what's causing it.
by Scotty
Mon Dec 29, 2014 1:38 am
Forum: Custom Dungeons
Topic: Grimrock Unlimited: A Procedurally Generated Adventure
Replies: 87
Views: 45736

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Courtesy of Minmay: GameObject:getPosition() returns only the x position in some circumstances in 2.1.17, if you update to 2.1.18 it should fix the issue. Yeah sure, I'll dump the sources when I stop working on it. Also happy to share any specific sections if anyone is interested. I will say though,...
by Scotty
Sun Dec 28, 2014 11:31 am
Forum: Custom Dungeons
Topic: Grimrock Unlimited: A Procedurally Generated Adventure
Replies: 87
Views: 45736

Re: Grimrock Unlimited: A Procedurally Generated Adventure

That error's due to a bug in Grimrock that is fixed in version 2.1.18
by Scotty
Sun Dec 21, 2014 6:52 am
Forum: Mod Creation
Topic: Changing Fireballs to Blobs
Replies: 4
Views: 1321

Re: Changing Fireballs to Blobs

Alrighty, this should do the trick: hit_player = false function spawnFireball() -- trigger this via timer if hit_player == false then spawn ("fireball_medium", 1, 15, 12, 2, 0).projectile:addConnector("onProjectileHit","myScript","fireballHit") else spawn ("blob", 1, 15, 12, 2, 0) end end function f...
by Scotty
Sat Dec 20, 2014 5:04 pm
Forum: Mod Creation
Topic: Changing Fireballs to Blobs
Replies: 4
Views: 1321

Re: Changing Fireballs to Blobs

The onProjectileHit(self,what,entity) hook is what you're after. So everytime a fireball is spawned in, add a connector: spawn("fire_ball", ...........).projectile:addConnector("onProjectileHit","myScript","myFunction") I imagine the "what" value that the hook passes to the function is important, I'...