Search found 233 matches
- Tue Jul 09, 2013 6:43 pm
- Forum: Modding
- Topic: [SCRIPT] Goromorg Shield (v1.1 update)
- Replies: 28
- Views: 15803
Re: [SCRIPT] Goromorg Shield (v1.1 update)
Thank you Komag, that was a good idea. It works very well.
- Tue Jul 09, 2013 5:28 pm
- Forum: Modding
- Topic: [SCRIPT] Goromorg Shield (v1.1 update)
- Replies: 28
- Views: 15803
Re: [SCRIPT] Goromorg Shield (v1.1 update)
Me again. :D I get another problem with the shield. I wish to spawn a monster with that shield by activating a pressure plate. The monster spawned but when I hit the monster in the editor I get the following message: http://i269.photobucket.com/albums/jj58/maneus/Unbenannt-1_zpsfaf784e7.jpg Is that ...
- Mon Jul 08, 2013 1:12 am
- Forum: Modding
- Topic: [SCRIPT] Goromorg Shield (v1.1 update)
- Replies: 28
- Views: 15803
Re: [SCRIPT] Goromorg Shield (v1.1 update)
Yes I wrote about the animation effect. Thank you for the answer Diarmuid.
- Sat Jul 06, 2013 11:13 am
- Forum: Modding
- Topic: [SCRIPT] Goromorg Shield (v1.1 update)
- Replies: 28
- Views: 15803
Re: [SCRIPT] Goromorg Shield (v1.1 update)
Shield works great. Thank you for this nice work.
But after destroying the shild it dosn´t shrink. It is destroyed. Is that right so?
The original goromorg shild shrinks after destroying. Have I done something wrong by scripting? I´ve found no mistakes in my scripts.
But after destroying the shild it dosn´t shrink. It is destroyed. Is that right so?
The original goromorg shild shrinks after destroying. Have I done something wrong by scripting? I´ve found no mistakes in my scripts.
- Thu Jul 04, 2013 9:16 pm
- Forum: Modding
- Topic: Mod-Project: Abandoned Places 2
- Replies: 34
- Views: 22771
Re: Mod-Project: Abandoned Places 2
@wanderer: Have you get the flames to make damage to the group or monsters? I have tried this, but set as class = LightSource, it is impossible. (Auf deutsch: Ich wollte, dass die Flammen die Party oder Monster verletzen, wenn man durch sie hindurchgeht, konnte aber keinen Erfolg verbuchen. Hast du ...
- Thu Jul 04, 2013 5:08 pm
- Forum: Modding
- Topic: The Board has been quiet- Thought I should show stuff
- Replies: 23
- Views: 8387
Re: The Board has been quiet- Thought I should show stuff
Fantastic new goromorg. And the human cultist statue is really cool too.
- Wed Jun 26, 2013 1:09 pm
- Forum: Modding
- Topic: Change the color of a button by activating
- Replies: 1
- Views: 841
Re: Change the color of a button by activating
I have did it by myself.
The code was:
The code was:
Code: Select all
function buttondrop()
if khorne_door_portcullis_6:isOpen() then
spawn("khorne_button_green", 2, 2, 19, 1, "green_button")
else
green_button:destroy()
end
end
- Wed Jun 26, 2013 12:54 pm
- Forum: Modding
- Topic: Change the color of a button by activating
- Replies: 1
- Views: 841
Change the color of a button by activating
I will change the color of a button when a door or portcullis is open or closed. Therefor I have made two models. One with green button and one with a red button. I wrote the following script to the "red button", which is primarily there. function buttondrop() if khorne_door_portcullis_6:isOpen() th...
- Mon Jun 24, 2013 12:21 pm
- Forum: Modding
- Topic: (Monster) My 1st monster repaint - "Green Ogre"
- Replies: 13
- Views: 6042
Re: (Monster) My 1st monster repaint - "Green Ogre"
Thank you for your detailed description, John. And thanks to Komag too for the first hint.
- Sun Jun 23, 2013 4:22 pm
- Forum: Modding
- Topic: (Monster) My 1st monster repaint - "Green Ogre"
- Replies: 13
- Views: 6042
Re: (Monster) My 1st monster repaint - "Green Ogre"
I have try it with the GMT but it dosn´t work in the game after saving. The new ork is as big as the original tunnel ogre. No idea, what I did wrong.Neikun wrote:I think you could easily have this look like an orc if you scale it down maybe by 0.7