Search found 5 matches

by Mentok
Wed Dec 31, 2014 10:06 pm
Forum: Mod Creation
Topic: getPosition() & setPosition()
Replies: 13
Views: 6279

Re: getPosition() & setPosition()

I've got interesting effect, I had a stone on coords for example 10,13 and I moved him onto 10,12 after reseting the stones it appear on right position but at the [10,12] is still invisible obstacle of the stone. actaully it "copied" so now I have obstacle at 10,13 (the stone, visible) and 10,12 wh...
by Mentok
Sun Dec 28, 2014 10:53 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3738
Views: 1387003

Re: Ask a simple question, get a simple answer

Here's a simple question: I was trying to use setAiState to shift a monster from guard to its default ai state, but I really have no idea what i'm doing. Any help would be greatly appreciated. :D
by Mentok
Sun Dec 28, 2014 9:20 am
Forum: Mod Creation
Topic: fill a dungeon dug out with water?
Replies: 14
Views: 5456

Re: fill a dungeon dug out with water?

In an underwater tile and above elevation 0. I do hope someone figures how to change that. I just went ahead and pulled the water from a couple levels I had. I guess nobody has figured out how to change the elevation you spawn in the level below after falling down a pit either... These two things ar...
by Mentok
Sat Dec 27, 2014 7:00 am
Forum: Mod Creation
Topic: Few questions - All solved
Replies: 21
Views: 12933

Re: Few questions - All solved

Regarding the WaterSurface code... I noticed that this code only seems to change where the water appears to be, you will still technically be underwater as soon as you step over it (rather than falling into it) as the "WaterSurface" is still set to 0 (Maybe this has nothing to do with it either, jus...
by Mentok
Sat Dec 27, 2014 6:54 am
Forum: Mod Creation
Topic: fill a dungeon dug out with water?
Replies: 14
Views: 5456

Re: fill a dungeon dug out with water?

actually it is possible... :) defineObject{ name = "user_water_surface", base_object = "water_surface", components = { { class = "WaterSurface", fogColor = vec(0.021,0.045,0.13,0), fogDensity = 0.2, planeY = -0.4, reflectionColor = vec(0.693,0.81,0.9,0), refractionColor = vec(1,1,1,0), }, { class =...