Search found 261 matches

by LocalFire
Wed Mar 20, 2013 12:40 am
Forum: Modding
Topic: [MOD]Paths of the Earth
Replies: 54
Views: 40220

Re: Paths of the Earth

Oh ok, it adds up for me

3 secrets on the first floor plus the beast chamber= 4 secrets
7 secrets + the treasury = eight secrets
etc.

It also counts the ones with names, to give a total of 35
by LocalFire
Wed Mar 20, 2013 12:32 am
Forum: Modding
Topic: Script Help
Replies: 18
Views: 8675

Re: Script Help

Actually I had a setup like that with a button that told me what each counter was at, so when I got it working I knew which parts were causing the problem In the end the puzzle works for the right answer, but even trying all the above scripts it would randomly change the counters value when a wrong ...
by LocalFire
Wed Mar 20, 2013 12:27 am
Forum: Modding
Topic: [MOD]Paths of the Earth
Replies: 54
Views: 40220

Re: Paths of the Earth

Ryeath_Greystalk wrote:
SpoilerShow
Your list of secrets only adds up to 26. The mod lists 35. ??
Are you counting the "major Secrets" they involve a little more work than the others (each has several steps), so I put them on seperate list, Ones like the beast chamber

Sorry if that's a bit confusing
by LocalFire
Tue Mar 19, 2013 11:47 pm
Forum: Modding
Topic: Just wondering
Replies: 29
Views: 8353

Re: Just wondering

Its easier to turn a monster into a statue and then make that come to life. I've done it successfully with an ogre. I'm not sure if that helps you any, but it's an idea. I was thinking that myself, just re-texture the monster model with a stone look and define it as a statue, then destroy it and sp...
by LocalFire
Tue Mar 19, 2013 11:40 pm
Forum: Modding
Topic: [MOD]Paths of the Earth
Replies: 54
Views: 40220

Re: Paths of the Earth

Has anyone managed to open that door right at the start. Looks like stairs the other side. It's just there for effect, leads up to the main part of the college of shadowmere, I put it in just as a way to explain how the party got down there This should help in the secret search ignore it if you'd r...
by LocalFire
Tue Mar 19, 2013 11:35 pm
Forum: Modding
Topic: Script Help
Replies: 18
Views: 8675

Re: Script Help

Thanks thats really helpful :)

I've had some puzzles in mind but couldn't get them to work, so this will make it easier to make better puzzles
by LocalFire
Tue Mar 19, 2013 1:35 am
Forum: Modding
Topic: Script Help
Replies: 18
Views: 8675

Re: Script Help

with some tweaks I've got it to open the door with the right answers, the wrong ones still screw up[ the counters by changing the counters by different values each time they are placed, On top of that a wrong answer messes with the right answers working Going to see if I can put in a reset switch, m...
by LocalFire
Tue Mar 19, 2013 12:30 am
Forum: Modding
Topic: Script Help
Replies: 18
Views: 8675

Re: Script Help

Ok back the way it was, so it works with the first shield being right, drops it from 2 to zero, taking it off goe's to 1, putting on the wrong shield back to 2

But after a wrong answer the right shield only drops it by 1 point and it won't increase after the shield is taken off
by LocalFire
Mon Mar 18, 2013 11:51 pm
Forum: Modding
Topic: Script Help
Replies: 18
Views: 8675

Re: Script Help

OK so I tried this an I can get it so the right shields decrease the counter to zero, it increases when removed and the wrong shield only activates it by dropping one point, The problem comes from connecting the counters to a master counter, each time I test it, I get a different response, a hook th...
by LocalFire
Mon Mar 18, 2013 12:24 am
Forum: Modding
Topic: Just wondering
Replies: 29
Views: 8353

Re: Just wondering

Cool, I'm playing around with blender (don't really know what I'm doing) but I think an empty statue alcove that replaces the gorromorg statue alcove when the marble statue spawns will finish this off nicely, thanks