Search found 117 matches

by J. Trudel
Tue Nov 13, 2012 3:17 pm
Forum: Modding
Topic: [Help] Execute a script only if some party members not there
Replies: 4
Views: 1555

Re: [Help] Execute a script only if

Many thanks to all ! I didn't realize that party:getChampion(whoever):getEnabled() returned if a party member was enabled or not and I am using it elsewhere in my mod. I guess I will know this one now.
by J. Trudel
Tue Nov 13, 2012 10:42 am
Forum: Modding
Topic: [Help] Execute a script only if some party members not there
Replies: 4
Views: 1555

[Help] Execute a script only if some party members not there

I want to execute a script only if some party members are not present. Anyone has a clue ?
by J. Trudel
Thu Nov 08, 2012 9:30 pm
Forum: Modding
Topic: Problem with spawning (fx), Earthquake, dust
Replies: 19
Views: 11282

Re: Problem with spawning (fx)

That just spawns one dust fx in each of 121 squares all at once, a big 'ol one-shot. Really what you want is for some random spawning in the more immediate area of the player, with a timer ticking and picking random spawn points very quickly, say, every 0.2 seconds or something, so they aren't the ...
by J. Trudel
Thu Nov 08, 2012 8:49 pm
Forum: Modding
Topic: run script upon save game load? FX lights issue, LightSource
Replies: 29
Views: 11675

Re: run script upon save game load? FX lights issue, LightSo

I have a question related to this one here. I'm using looping sound effects in my dungeon and I want them to stay (for example a fire with an appropriate sound effect). I can trigger the sounds with a hidden pressure plate, but reloading a save game removes them. Is there really no way to play a lo...
by J. Trudel
Thu Nov 08, 2012 8:45 pm
Forum: Modding
Topic: run script upon save game load? FX lights issue, LightSource
Replies: 29
Views: 11675

Re: run script upon save game load? FX lights issue, LightSo

FX objects are meant to be used for short unimportant effects that need not persist across save games (persisting the state of particle effects would make the save game system much more complex because each individual particle would need to be saved). That sounds like witch talk to me. Keep the qua...
by J. Trudel
Thu Nov 08, 2012 8:02 pm
Forum: Modding
Topic: Problem with spawning (fx), Earthquake, dust
Replies: 19
Views: 11282

Re: Problem with spawning (fx)

You can only spawn one instance of the specifically named "dust" try spawn("fx", level, x, y, face):setParticleSystem("earthquake_dust") maybe try setting up an area around the player, such as function quake() for i = -5,5 do for j = -5,5 do spawn("fx", party.level, party.x+i, party.y+j, 0):setPart...
by J. Trudel
Thu Nov 08, 2012 6:58 pm
Forum: Modding
Topic: Problem with spawning (fx), Earthquake, dust
Replies: 19
Views: 11282

Re: Problem with spawning (fx) [Resolved]

You can spawn more than one dust like this (omitting the id parameter for spawn creates an unique id for each entity automatically): local dust = spawn("fx", level, x, y, face) dust:setParticleSystem("earthquake_dust") local dust = spawn("fx", level, x, y, face) dust:setParticleSystem("earthquake_d...
by J. Trudel
Thu Nov 08, 2012 6:48 pm
Forum: Modding
Topic: Problem with spawning (fx), Earthquake, dust
Replies: 19
Views: 11282

Problem with spawning (fx), Earthquake, dust

I'm trying to achieve an effect similar to the earthquake in the original Grimrock dungeon. I have no problem with the camera shake, however when I try to spawn earthquake dust, it only spawn an effect that last for like 5 seconds and that cover only one square (and that doesn't looks like the origi...
by J. Trudel
Thu Nov 08, 2012 5:47 pm
Forum: Modding
Topic: 2 quick questions
Replies: 12
Views: 3414

Re: 2 quick questions

In my custom mods, I use defineObject{ to encourage people to edit the details more specific for their own mod. However if you're working entirely on a personal project, you can save a lot of lines of scripting with cloneObject() Thanks, I also use defineObject() a lot, but I read a notice from the...
by J. Trudel
Thu Nov 08, 2012 5:43 pm
Forum: Modding
Topic: Lockpicks are a GO! (soon)
Replies: 7
Views: 2971

Re: Lockpicks are a GO! (soon)

Great ! It seems to be a very fun system. Just an idea, different lock picks tool set to open different kind of lock would be great. It would also be easy this way to add a required skill level for the use of the tool set (assassination skill come to mind). This way, some rogues are just not skilled...