I'll take it that you weren't keen on it.
Search found 72 matches
- Thu Aug 30, 2018 12:48 am
- Forum: Modding
- Topic: [MOD] The Return of the Dark Lord
- Replies: 58
- Views: 83130
- Tue Aug 28, 2018 2:20 am
- Forum: Modding
- Topic: [MOD] The Return of the Dark Lord
- Replies: 58
- Views: 83130
Re: [MOD] The Return of the Dark Lord
Anyone tried it?
- Mon Aug 27, 2018 4:21 am
- Forum: Modding
- Topic: [MOD] The MASTER key.
- Replies: 182
- Views: 194341
Re: [MOD] The MASTER key.
Near the end of the first level, great work, the soundtrack is awesome and the puzzles great, thanks soooo much for all your hard work.
- Thu Jan 18, 2018 6:14 am
- Forum: Modding
- Topic: [Mod] Remake of Dungeon Master
- Replies: 73
- Views: 182860
Re: [Mod] Remake of Dungeon Master
the pressure plate at the end of the corridor is a button on off. Running it once, the doors remain closed when you walk on it. walk on it again and the traps will open. I have tried this again and again with these four invisible pits and the pressure plate in the hall, walk on it once, twice, thre...
- Tue Dec 06, 2016 1:24 am
- Forum: Modding
- Topic: [MOD] The Return of the Dark Lord
- Replies: 58
- Views: 83130
[MOD] The Return of the Dark Lord
I have worked on this for a while, it's a Dungeon Master like dungeon, where it starts off easy, follows pretty much a set path and gets progressively harder, I have tried to make it as interesting as I can and have incorporated things I call: The Shooting Gallery Fireworks level Ghost Train level B...
- Thu Nov 10, 2016 12:06 am
- Forum: Modding
- Topic: Timer Script Help Needed
- Replies: 9
- Views: 13067
Re: Timer Script Help Needed
Thanks so much. I eventually tried this and it worked: function comboLock() if counter_1:getValue() == 2 and counter_2:getValue() == 1 and counter_3:getValue() == 3 then door_1:open() end end And then put new functions to reset the counters which is a bit messy but I will read up on what you posted,...
- Wed Nov 09, 2016 10:40 pm
- Forum: Modding
- Topic: Timer Script Help Needed
- Replies: 9
- Views: 13067
Re: Timer Script Help Needed
Just one more question does someone have a script for a combination lock? That is you have three buttons and you have to for example press button 1 twice, button 2 four times and button 3 three times, I have seen them where you press different buttons in a sequence but not one like this, I have been...
- Wed Nov 09, 2016 10:04 am
- Forum: Modding
- Topic: Timer Script Help Needed
- Replies: 9
- Views: 13067
Re: Timer Script Help Needed
I will say one thing about making a custom dungeon, you don't realize until you play through it for real how many mistakes you need to correct, I have at least half a dozen updates so far.
It's done but still testing it out and fine tuning things, hope to put it on here soon.
It's done but still testing it out and fine tuning things, hope to put it on here soon.
- Fri Nov 04, 2016 10:37 am
- Forum: Modding
- Topic: Timer Script Help Needed
- Replies: 9
- Views: 13067
Re: Timer Script Help Needed
Isaac,
That's amazing, I just have mine in a straight line in a corridor but the trick is the timing varies, so you have to be on your game or you end up either walking into the next one or falling into the one your on.
I will have to try yours out. Thanks for the files.
HypnoToad
That's amazing, I just have mine in a straight line in a corridor but the trick is the timing varies, so you have to be on your game or you end up either walking into the next one or falling into the one your on.
I will have to try yours out. Thanks for the files.
HypnoToad
- Fri Nov 04, 2016 2:02 am
- Forum: Modding
- Topic: Timer Script Help Needed
- Replies: 9
- Views: 13067
Re: Timer Script Help Needed
mh - I think if you add after mytimer_1:deactivate() a line like time = 0 it should do the trick. Then if your sequence has run it also will be reseted... Thank you so much it works, and it makes sense that it needs to be reset to 0. I am not one to just ask for help unless it's absolutely necessar...