Search found 426 matches
- 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...
- 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.
- 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...
- 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.
- 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?
Would anyone mind taking one, maybe two minutes, to confirm this doesn't or does work?
- Sun Nov 23, 2014 8:33 pm
- Forum: Mod Creation
- Topic: Error Calling "onHitMonster"
- Replies: 12
- Views: 4856
Re: Error Calling "onHitMonster"
You'd think it was that, but I accidentally left it like that as one of my hundreds of iterations to make it work. =)cameronC wrote:lowercase "item"?o.item:addConnector("onEquipitem", "lib", "aaa")
I had it as onEquipItem originally.
- 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.
- 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...
- 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?
OR
Could a dev post the functions callHook and triggerConnectors?
- 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...