Search found 611 matches

by antti
Fri Nov 07, 2014 2:48 pm
Forum: Mod Creation
Topic: Particle Component position
Replies: 15
Views: 3583

Re: Particle Component position

Hi I know how to solve the problem.... AH release the Assets Pack to LOG 2 and most things will be solved ahy :) It is that simple. Yeah, it's on our TODO-list but it'll take quite a bit of work since there's a lot of content we have to sort through. We just can't take a copy of our asset folders a...
by antti
Fri Nov 07, 2014 2:43 pm
Forum: Mod Creation
Topic: [Custom Tileset] ODS - Old Dongeon Style TileSet v1.3
Replies: 50
Views: 22041

Re: [WIP][Custom Tileset] ODS - Old Dongeon Style TileSet v1

Components can be positioned with the "offset" property. For example, in surface component add the following property: offset = vec(0.5, 0, 0.1) debugDraw = true makes the surface visible. frame is just another model component that sets up the 3d model of the frame. Thanks for your answers petri ^^...
by antti
Fri Nov 07, 2014 10:23 am
Forum: Grimrock 2 Discussion
Topic: Beta 2.1.15
Replies: 13
Views: 5856

Re: Beta 2.1.15

We've reverted the beta branch back to 2.1.14 until we get the crash issues fixed.
by antti
Thu Nov 06, 2014 12:56 pm
Forum: Mod Creation
Topic: Defining object ingame
Replies: 3
Views: 1267

Re: Defining object ingame

You can't define new objects while in editor but you can modify existing (spawned) objects considerably by modifying its components or creating new components. This can be suitable for some one-off objects but in general you're better off if you just do them the traditional way with the init scripts.
by antti
Thu Nov 06, 2014 12:09 pm
Forum: Mod Creation
Topic: Ceiling deleteing itself
Replies: 9
Views: 2241

Re: Ceiling deleteing itself

Jackard wrote:
antti wrote:

Code: Select all

defineObject{
	name = "dungeon_ceiling_overlap",
	baseObject = "dungeon_ceiling",
	replacesCeiling = false,
}
What do I need to watch/read to use this?
You can add this definition to your objects.lua (for example). You can find the file in your mod's "mod_assets\scripts\" folder.
by antti
Wed Nov 05, 2014 10:08 am
Forum: Mod Creation
Topic: Ceiling deleteing itself
Replies: 9
Views: 2241

Re: Ceiling deleteing itself

So when you place in a fake ceiling item it seems to delete any existing ceiling above it, to which I tried to fix it by putting in another fake ceiling above the already existing fake ceiling. This causes 1 of 2 things to happen. 1. The first fake ceiling ends up being destroyed. or 2. The editor ...
by antti
Mon Nov 03, 2014 10:01 am
Forum: Mod Creation
Topic: [NOT Solved] How can you remove walls you didn't spawn?
Replies: 5
Views: 2110

Re: [NOT Solved] How can you remove walls you didn't spawn?

If you want modifiable obstacles on the maps, I would start off with a blank map and then use an invisible_wall object (which handles the blocking and projectile collisions) along with the wall objects themselves that provide the visuals.
by antti
Fri Oct 31, 2014 11:59 am
Forum: Mod Creation
Topic: Scripting time in real-time seconds
Replies: 17
Views: 7556

Re: Scripting time in real-time seconds

Passing parameters are unfortunately not supported. In this case I would modify the script so that the for-loop would be in the lightOn-function.
by antti
Fri Oct 31, 2014 11:17 am
Forum: Mod Creation
Topic: Check if spawned monster is dead [Solved]
Replies: 33
Views: 11801

Re: Check if spawned monster is dead

Jouki wrote:I'd say this delay is because editor has a long tick before next update.
Editor updates every frame as usual. The object needs to exist as long as it does anything, including the death sound and particles.
by antti
Thu Oct 30, 2014 3:02 pm
Forum: Mod Creation
Topic: [bug ?] error exporting external scripts
Replies: 23
Views: 9408

Re: [bug ?] error exporting external scripts

It's probably a bug, but we haven't checked it out yet what's going on here.