Search found 426 matches

by NutJob
Mon Nov 24, 2014 8:38 pm
Forum: Mod Creation
Topic: The "Has anyone got this code to work?" thread
Replies: 14
Views: 9635

The "Has anyone got this code to work?" thread

This thread is dedicated to code you think should work but it won't or throws an error and is potentially a bug . This is not for musing code theory and how to use certain aspects of the API. This code throws an error: local o = findEntity("someItemIDthatIsEquipable") o.item:addConnector("onEquipIte...
by NutJob
Mon Nov 24, 2014 8:00 pm
Forum: Mod Creation
Topic: Lark's Models, Sounds, Objects, and Scripts Download
Replies: 10
Views: 4894

Re: Lark's Models, Sounds, Objects, and Scripts Download

Got it! Giving it a try this afternoon. Thanks Lark.
by NutJob
Mon Nov 24, 2014 2:35 am
Forum: Grimrock 2 Discussion
Topic: How will installing race/classe/trait/skill mods work?
Replies: 1
Views: 1583

Re: How will installing race/classe/trait/skill mods work?

Per module that allows it. No two modules will be the same unless someone makes universally applicable (and accepted and used) library. So if one module allows you to make a Elven Warwizard and you import that character to another module that the creator did use the same exact homebrew class/race/sk...
by NutJob
Mon Nov 24, 2014 2:21 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3705
Views: 1250838

Re: Ask a simple question, get a simple answer

If you're looking for something that straight forward, and hardcoded, just use a floor_trigger at the x,y you want it to happen at with disableSelf checked and attach that trigger to a script.
by NutJob
Sun Nov 23, 2014 9:32 pm
Forum: Mod Creation
Topic: Error Calling "onHitMonster"
Replies: 12
Views: 4856

Re: Error Calling "onHitMonster"

So should I submit the addConnector method with either onEquipItem or onUnequipItem produces an error?

Would anyone mind taking one, maybe two minutes, to confirm this doesn't or does work?
by NutJob
Sun Nov 23, 2014 8:33 pm
Forum: Mod Creation
Topic: Error Calling "onHitMonster"
Replies: 12
Views: 4856

Re: Error Calling "onHitMonster"

cameronC wrote:
o.item:addConnector("onEquipitem", "lib", "aaa")
lowercase "item"?
You'd think it was that, but I accidentally left it like that as one of my hundreds of iterations to make it work. =)

I had it as onEquipItem originally.
by NutJob
Sun Nov 23, 2014 7:59 am
Forum: Mod Creation
Topic: Scripting Reference (work in progress)
Replies: 95
Views: 43805

Re: Scripting Reference (work in progress)

How long did the LoG1 modders have to wait? Yes, I'm getting impatient too, but whenever it's out will do, I suppose.
by NutJob
Sun Nov 23, 2014 3:58 am
Forum: Mod Creation
Topic: Error Calling "onHitMonster"
Replies: 12
Views: 4856

Re: Error Calling "onHitMonster"

So to clarify [to a Dev or any others concerned], this works in items.lua (or any file that's imported in)... 1. defineObject{ baseObject = "base_item", name = "rope", components = { { class = "Model", model = "assets/models/items/rope.fbx", name = "model" }, { class = "Item", gfxIndex = 318, uiName...
by NutJob
Sun Nov 23, 2014 12:11 am
Forum: Mod Creation
Topic: Error Calling "onHitMonster"
Replies: 12
Views: 4856

Re: Error Calling "onHitMonster"

How do I open the grimrock2.dat and extract the Component.lua from it, so I can see what the heck is going on?

OR

Could a dev post the functions callHook and triggerConnectors?
by NutJob
Sat Nov 22, 2014 10:50 pm
Forum: Mod Creation
Topic: Error Calling "onHitMonster"
Replies: 12
Views: 4856

Re: Error Calling "onHitMonster"

attempt to index field 'map' (a nil value) Yup, confirmed, I'm now having the same problem using addConnector on components. Floortriggers and Party, no problem. Practically anything else such as obj.item:addConnector("onEquipItem", self.go.id, " doSomething ") *WILL* doSomething but it's immediate...