Search found 426 matches
- Mon Oct 20, 2014 11:02 am
- Forum: Mod Creation
- Topic: ~Basic Scripting and Editor Help(Easy Scripting Updated!)
- Replies: 64
- Views: 30641
Re: ~Basic Scripting and Editor Help(Easy Scripting Updated!
Terribly sorry to point this out (really don't want to hurt anyone's feelings) but these tutorials/examples really shouldn't be stickied to this forum. There's a lot of misinformation and the scripts are amateurish, at best. Perhaps best to wait until there's some solid development references. Someo...
- Mon Oct 20, 2014 9:13 am
- Forum: Mod Creation
- Topic: Events
- Replies: 10
- Views: 5282
Re: Events
... one handy way to do it is to use a timer and enable its currentLevelOnly and disableSelf -parameters (but leave the timer component activated so the timer doesn't need to be started separately)... ...detect reloads by creating an FX entity with an infinite lifetime and checking for its existenc...
- Mon Oct 20, 2014 1:11 am
- Forum: Mod Creation
- Topic: [Guide] How to Make Outdoor Areas
- Replies: 41
- Views: 19173
Re: Guide: How to Make Outdoor Areas
Very much so, thank you.Rubilax wrote:Owl, were you going to go over more advanced things in your guide? I was planning on showing how to create buildings, making a guard tower, ect based on things I'm doing for my very own map. I just wanted to make sure that people found this useful beforehand.
- Mon Oct 20, 2014 12:44 am
- Forum: Mod Creation
- Topic: Events
- Replies: 10
- Views: 5282
Re: Events
Appreciate the answer Skuggasveinn. I'll assume whatever script_entity I set on a level runs only when a player enters that level or do all the script_entities trigger on first load? Ex 1. (assuming correct) Party loads into the game on LevelB LevelA [0,0,0] lua does nothing LevelB [0,0,1] lua execu...
- Sun Oct 19, 2014 7:48 pm
- Forum: Mod Creation
- Topic: More organized Grimrock 2 editor in a future update?
- Replies: 4
- Views: 2967
Re: More organized Grimrock 2 editor in a future update?
What Skuggasveinn said, plus doesn't the search box help quite a lot? It's practically an organizational tool being nearly all elements are formatted by definition.
- Sun Oct 19, 2014 6:43 pm
- Forum: Mod Creation
- Topic: Events
- Replies: 10
- Views: 5282
Events
Are there any global events that can trigger scripts? The one I'm looking for is something to run a script when the players loads a game. Such as onLoad, OnEnter, onPlayerStart or anything that represents the game is fully loaded that can trigger a script to initialize other scripts, spawn items, se...