Thanks for your work and the whole thing!
Duncan
Search found 404 matches
- Sat Feb 14, 2015 4:40 pm
- Forum: Mod Creation
- Topic: Asset Pack V2
- Replies: 53
- Views: 114150
- Fri Feb 13, 2015 10:21 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3738
- Views: 1379278
Re: Ask a simple question, get a simple answer
Thanks Petri, it's what I need to startpetri wrote:@Duncan a very simple example to get you started:
Code: Select all
onThink = function(self) return self:moveForward() or self:turnLeft() or self:wait() end
Duncan
- Fri Feb 13, 2015 2:36 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3738
- Views: 1379278
Re: Ask a simple question, get a simple answer
Cool, hope it works out. Report the results - and I'd love to play test it too! Also, if you take the Patrol route in an open area, you might want to include some obstacles between the monster and the party so that players are not able to use projectiles to simply "snipe" the monster while its on p...
- Fri Feb 13, 2015 12:17 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3738
- Views: 1379278
Re: Ask a simple question, get a simple answer
You could also implement a custom brain (onThink hook) so you can make the monster do whatever you want. I'm far from a Pro on the available options to achieve a Monster Patrol Path, but if I were going to attempt it with my current bag of tricks... I would create the monster and disable the Move o...
- Tue Feb 10, 2015 4:29 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3738
- Views: 1379278
Re: Ask a simple question, get a simple answer
Jumping down? AFAIK monsters stay on their elevation - except for flying monsters (like uggardians). But you could place blockers in the air by elevation +1/2/3... So for elevations I am worring about nothing... but for open areas it seems to me that multiply blockers is an heavy solution... i hope...
- Tue Feb 10, 2015 3:27 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3738
- Views: 1379278
Re: Ask a simple question, get a simple answer
You are right for one elevation areas, but I have some elevated areas with bridges and I want that some monsters patrolls on it without jumping down...Drakkan wrote: why you cant just use blocker objects ?
Duncan
- Tue Feb 10, 2015 2:46 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3738
- Views: 1379278
Monster's limited movements
I want to limit monster's movements to an open area (without walls or such). I have made it in LoGI with "onMove" and a function, but I think it's a little bit more complicated with LoG2. What about "on PerformAction"? What syntax I have to choose?
Thanks for yours replies.
Duncan 1246
Thanks for yours replies.
Duncan 1246
- Sun Jan 25, 2015 3:03 am
- Forum: Mod Creation
- Topic: Secret doors never close once opened?
- Replies: 6
- Views: 2084
About assets pack...
Waouh! I have missed the pack because of the "v.1" thinking "LoG1"!! Big mistake! I go to read it now!
Duncan
Duncan
- Sun Jan 25, 2015 2:56 am
- Forum: Mod Creation
- Topic: Secret doors never close once opened?
- Replies: 6
- Views: 2084
Re: Secret doors never close once opened?(solved)
Thanks!
"Toggle" is perfect, but Minmay is right: I was attempting to close a mine door... and so noway to do it! You says "read the assets" but asset pack isn't available yet?
Duncan1246
"Toggle" is perfect, but Minmay is right: I was attempting to close a mine door... and so noway to do it! You says "read the assets" but asset pack isn't available yet?
Duncan1246
- Sat Jan 24, 2015 5:46 pm
- Forum: Mod Creation
- Topic: Secret doors never close once opened?
- Replies: 6
- Views: 2084
Secret doors never close once opened?
Hello,
In LoG 1, it's possible to command doors with connectors (buttons, levers...) to close as well to open. I don't understand why it's not possible anymore in LoG 2. Perhaps I missed something? Or the only way is scripting??
Thanks for your answers
Duncan1246
In LoG 1, it's possible to command doors with connectors (buttons, levers...) to close as well to open. I don't understand why it's not possible anymore in LoG 2. Perhaps I missed something? Or the only way is scripting??
Thanks for your answers
Duncan1246