
Search found 305 matches
- 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!!! 

- 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:
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
- 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...
- 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... 

- 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...
- 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 ...
- 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:
How does that sound???
SpoilerShow


How does that sound???

- 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
Anyway, those stuff looks great! Really want the coins, and weapons!!
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

Anyway, those stuff looks great! Really want the coins, and weapons!!

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

- 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