Search found 426 matches

by NutJob
Sat Nov 22, 2014 8:42 pm
Forum: Grimrock 2 Discussion
Topic: Do Grimrock folk like WASP?
Replies: 32
Views: 16613

Re: Do Grimrock folk like WASP?

I found a lot of similarities with this video.
by NutJob
Sat Nov 22, 2014 2:06 am
Forum: Mod Creation
Topic: Monkey see. monkey do.
Replies: 5
Views: 2661

Re: Monkey see. monkey do.

And you'd think it was me that did something offensive this time. Pleasantly surprised.
by NutJob
Sat Nov 22, 2014 2:02 am
Forum: Mod Creation
Topic: Shared game mechanics extension
Replies: 7
Views: 4293

Re: Shared game mechanics extension

The setup template has a config to either make it a visible skill at character creation or hidden, or applied to only certain classes (as hidden). So it can be hidden and only rogue if you like. Alternatively, a rope in-hand always works, skill or not. I used to have the Rope highlight walls (setEmi...
by NutJob
Sat Nov 22, 2014 12:10 am
Forum: Mod Creation
Topic: Error Calling "onHitMonster"
Replies: 12
Views: 4856

Re: Error Calling "onHitMonster"

Can you try using something other than "e"? If I recall I once had a problem using that as a variable because, I believe, it's a defined constant in the LoG2 API. I could be wrong, but I ran into a few odd errors, because of the names I choose for variables.
by NutJob
Fri Nov 21, 2014 11:15 pm
Forum: Mod Creation
Topic: Shared game mechanics extension
Replies: 7
Views: 4293

Re: Shared game mechanics extension

I made a Climbing Skill and another use for rope. What a climbable wall looks like. http://guur3k.com/log2/ropeClimbing.jpg 1) If any champion has the Climbing skill they can move up " specified " rock walls. The remaining champions go with them but each champion has a small chance to get a conditio...
by NutJob
Fri Nov 21, 2014 9:33 pm
Forum: Mod Creation
Topic: cloneObject for LoG2 (update: modifyObjects)
Replies: 31
Views: 17610

Re: cloneObject for LoG2

Invaluable! Thank you very much for this.
by NutJob
Fri Nov 21, 2014 8:04 pm
Forum: Mod Creation
Topic: TorchItem Component issues?
Replies: 8
Views: 2855

Re: TorchItem Component issues?

Perhaps something to do with being a weapon and weapons get shoved down so they take up the entire slot? GUI isn't something I've even looked into yet with the editor. =)

AKA I have no idea.
by NutJob
Fri Nov 21, 2014 7:19 pm
Forum: Mod Creation
Topic: TorchItem Component issues?
Replies: 8
Views: 2855

Re: TorchItem Component issues?

add "fuel = 1100," to torchitem class, perhaps, then try again.

May need to update that amount every so often so it doesn't burn out.

Edit: or maybe "fuel = inf" for infinity? I just looked that one up in John's Primitive asset definitions.
by NutJob
Fri Nov 21, 2014 7:52 am
Forum: Custom Dungeons
Topic: Link to the Past Tribute [WIP MOD + ASSETS]
Replies: 13
Views: 12226

Re: [WIP] Link to the Past Tribute

Use this:

Code: Select all

party.torch:setType("spot")
When they equip that lantern to create a more directional, flashlight effect. Change it back to pointlight when they unequip.
by NutJob
Fri Nov 21, 2014 6:58 am
Forum: Mod Creation
Topic: When Gravity Fails...
Replies: 7
Views: 2616

Re: When Gravity Fails...

I just tried this,

Code: Select all

	party:createComponent("Gravity")
	party.gravity:disable()
hoping it would work. No deal.