Search found 611 matches

by antti
Thu Oct 30, 2014 2:18 pm
Forum: Mod Creation
Topic: Scripting time in real-time seconds
Replies: 17
Views: 7556

Re: Scripting time in real-time seconds

Another technique you can use in LoG2 are delayedCalls. The syntax is delayedCall(scriptEntityId, delayInSeconds, functionName). Here's an example: function startSequence() print("Sequence started...") delayedCall(self.go.id, 1.5, "firstEvent") delayedCall(self.go.id, 10, "secondEvent") end function...
by antti
Thu Oct 30, 2014 12:22 pm
Forum: Mod Creation
Topic: Different Map sizes inofficially supported!(?)
Replies: 32
Views: 10342

Re: Different Map sizes inofficially supported!(?)

Drakkan wrote:nice. So seems that could explain that objects placed outside the map like shipwreck etc... :)
We did the main campaign with the default map sizes. The shipwreck and others are placed on the border of the map but the models or the object definitions have a lot of offset in them.
by antti
Mon Oct 27, 2014 2:17 pm
Forum: Mod Creation
Topic: Some objects not textured ?
Replies: 16
Views: 4183

Re: Some objects not textured ?

These were objects that we did at some point during the development but we never ended up using. Their textures/materials have probably been stripped away at some point. We probably should remove the asset definitions for these objects.
by antti
Mon Oct 27, 2014 10:38 am
Forum: Mod Creation
Topic: meaning of cbox1&2 [Solved]
Replies: 8
Views: 2266

Re: meaning of cbox1&2

It's a collision box to prevent dropped or thrown items from ending up inside the model. Basic pillars and walls have hardcoded collisions so this is only needed for special cases like statue and pedestal bases. You can use debugDraw = true to visualize the box.
by antti
Mon Oct 27, 2014 10:34 am
Forum: Mod Creation
Topic: Editor Tutorials on YouTube - part 13 is out
Replies: 165
Views: 156619

Re: Editor Tutorials on YouTube - part 7 is out

NutJob wrote:Is there a reason this is not stickied to the top for time being (until some master repository thread). These videos would resolve ~90% of the questions. Anyways, I topped this thread but I have no sticky powers...
Good idea! Done. :)
by antti
Mon Oct 27, 2014 9:57 am
Forum: Mod Creation
Topic: Catchable tiny_rats
Replies: 19
Views: 11848

Re: Catchable tiny_rats

I think you should be able to do this in a more "correct" manner by adding an item component on the monster. Or at least some point during development we did this to an ogre :lol:
by antti
Thu Oct 23, 2014 2:45 pm
Forum: Mod Creation
Topic: Assets and introduction to scripting and scripting ref ETA ?
Replies: 21
Views: 7329

Re: Assets and introduction to scripting and scripting ref E

cromcrom wrote:The modding pages are being updated fast, thanks :-)
Don't get too used to it! They'll update fast any time me or Petri is happening to work on the page but unfortunately we're still multitasking with a lot of other responsibilities too ;)
by antti
Thu Oct 23, 2014 12:43 pm
Forum: Mod Creation
Topic: [LOG 1] editor question . Wait or leave
Replies: 9
Views: 2979

Re: [LOG 1] editor question . Wait or leave

We're working on the editor documentation and scripting reference as quickly as we can. You can always check the current progress at: http://www.grimrock.net/modding/
by antti
Thu Oct 23, 2014 12:33 pm
Forum: Grimrock 2 Discussion
Topic: The design of special attack can be done better.
Replies: 19
Views: 10745

Re: The design of special attack can be done better.

Whether or not it is bad design is debatable and subjective but this is indeed the intended design. The goal for the combat in Grimrock was a game of rhythm, tactics and reaction instead of trying realistically simulate a group of four individuals. I'm not saying that what we chose to do was inheren...
by antti
Thu Oct 23, 2014 9:33 am
Forum: Mod Creation
Topic: Assets and introduction to scripting and scripting ref ETA ?
Replies: 21
Views: 7329

Re: Assets and introduction to scripting and scripting ref E

We've been occupied with patching the game (among a hundred other launch-related things) since the game's release but with the first patch out of the way, it seems like now we can little by little start concentrating more on the editor and scripting documentation. Can't give you an ETA yet though.