Search found 305 matches

by crisman
Mon Dec 31, 2012 3:07 pm
Forum: Modding
Topic: [Models] New created Models..
Replies: 643
Views: 279419

Re: [Models] New created Models..

It's been a while since I read this post for the last time, and I've seen you are doing great stuff!!! I can't wait to try the DM wallset, it looks amazing!!! :D
by crisman
Sun Dec 30, 2012 8:21 pm
Forum: Modding
Topic: Removing an item from alcove
Replies: 10
Views: 10366

Re: Removing an item from alcove

Yes, you can, I'll give you an example:
Let's say you want to destroy a dagger in an alcove, then the script will be:

Code: Select all

funcion destroyDagger()

for i in alcove:containedItems() do
if i.name == "dagger" then
i:destroy()
end
end

end
by crisman
Sun Dec 09, 2012 3:00 pm
Forum: Modding
Topic: [MOD] LABYRINTH OF LIES - v3.6 Release
Replies: 465
Views: 286727

Re: [MOD] Labyrinth of Lies (half complete)

I don't think I have any more saved game, but it's no problem :D I think you can close the pits after you enter inside the tomb of the horde, except the pits closed by putting the green gem into its alcove (if I understood you only need the blue gem and not the green gem, right?). How does that soun...
by crisman
Sat Dec 08, 2012 2:17 pm
Forum: Modding
Topic: [MOD] LABYRINTH OF LIES - v3.6 Release
Replies: 465
Views: 286727

Re: [MOD] Labyrinth of Lies (half complete)

Thanks for the answer, but unfortunately I don't have the red gem anymore (the one I took from the ogre), I used it to open the first door in the engine room... :(
by crisman
Thu Dec 06, 2012 10:50 pm
Forum: Modding
Topic: [MOD] LABYRINTH OF LIES - v3.6 Release
Replies: 465
Views: 286727

Re: [MOD] Labyrinth of Lies (half complete)

Thank you very much for the slug chunk! But unfortunately I didn't passed the gem puzzle :( Getting the blue gem is becoming very difficult, it seems to me that you need the blue gem for getting to the teleporter (that leads you near the ancient horde). And I'm not able to do to anything else :S A l...
by crisman
Thu Dec 06, 2012 10:18 pm
Forum: Modding
Topic: [2nd partial release] Keys, Gems, Locks and Doors
Replies: 43
Views: 12764

Re: [WIP] Keys, Gems, Locks and Doors

Surely those keys and gems looks way much better than mine :D For the gem locks you can do something similar as I did: http://cloud-2.steampowered.com/ugc/559830844690326127/FDAE14BA3810C68D2B7FB59E17A51AD8BFEEE7BC/ I wanted to do my key set, but since my skills with 3d stuff is ridiculously low, I ...
by crisman
Tue Dec 04, 2012 11:52 pm
Forum: Modding
Topic: [Models] New created Models..
Replies: 643
Views: 279419

Re: New created Models..

I was thinking... there is an angrier version of the morning star. This:
SpoilerShow
Image
:twisted:
How does that sound??? :D
by crisman
Tue Dec 04, 2012 11:21 pm
Forum: Modding
Topic: [Models] New created Models..
Replies: 643
Views: 279419

Re: New created Models..

For the atlas stuff:
The original template feature I think 13-14 icons for each row, so try using 13, 14, or 15 as index and it should pop up :D
Anyway, those stuff looks great! Really want the coins, and weapons!! :D
by crisman
Tue Dec 04, 2012 9:48 pm
Forum: Modding
Topic: Petri consumes glögg and codes with you
Replies: 92
Views: 20158

Re: Petri consumes glögg and codes with you

thomson wrote:
JohnWordsworth wrote:... because then we could show screen elements only when in the inventory (water meter). (Might be possible already?)
We'll soon be able to die out of thirst! Yay! :)
Ah, a water bar is exactly what I need for my thirsty script!! ^_^

Anyway, good job Petri! :D
by crisman
Tue Dec 04, 2012 7:45 pm
Forum: Modding
Topic: Petri consumes glögg and codes with you
Replies: 92
Views: 20158

Re: Petri consumes glögg and codes with you

Projectile spells should be casted on party tile, without actually hitting it