Search found 612 matches
- Thu Oct 30, 2014 3:02 pm
- Forum: Mod Creation
- Topic: [bug ?] error exporting external scripts
- Replies: 23
- Views: 22558
Re: [bug ?] error exporting external scripts
It's probably a bug, but we haven't checked it out yet what's going on here.
- Thu Oct 30, 2014 2:18 pm
- Forum: Mod Creation
- Topic: Scripting time in real-time seconds
- Replies: 17
- Views: 19467
Re: Scripting time in real-time seconds
Another technique you can use in LoG2 are delayedCalls. The syntax is delayedCall(scriptEntityId, delayInSeconds, functionName). Here's an example: function startSequence() print("Sequence started...") delayedCall(self.go.id, 1.5, "firstEvent") delayedCall(self.go.id, 10, "s...
- Thu Oct 30, 2014 12:22 pm
- Forum: Mod Creation
- Topic: Different Map sizes inofficially supported!(?)
- Replies: 32
- Views: 26620
Re: Different Map sizes inofficially supported!(?)
We did the main campaign with the default map sizes. The shipwreck and others are placed on the border of the map but the models or the object definitions have a lot of offset in them.Drakkan wrote:nice. So seems that could explain that objects placed outside the map like shipwreck etc...
- Mon Oct 27, 2014 2:17 pm
- Forum: Mod Creation
- Topic: Some objects not textured ?
- Replies: 16
- Views: 11458
Re: Some objects not textured ?
These were objects that we did at some point during the development but we never ended up using. Their textures/materials have probably been stripped away at some point. We probably should remove the asset definitions for these objects.
- Mon Oct 27, 2014 10:38 am
- Forum: Mod Creation
- Topic: meaning of cbox1&2 [Solved]
- Replies: 8
- Views: 6402
Re: meaning of cbox1&2
It's a collision box to prevent dropped or thrown items from ending up inside the model. Basic pillars and walls have hardcoded collisions so this is only needed for special cases like statue and pedestal bases. You can use debugDraw = true to visualize the box.
- Mon Oct 27, 2014 10:34 am
- Forum: Mod Creation
- Topic: Editor Tutorials on YouTube - part 14 is out
- Replies: 166
- Views: 317672
Re: Editor Tutorials on YouTube - part 7 is out
Good idea! Done.NutJob wrote:Is there a reason this is not stickied to the top for time being (until some master repository thread). These videos would resolve ~90% of the questions. Anyways, I topped this thread but I have no sticky powers...
- Mon Oct 27, 2014 9:57 am
- Forum: Mod Creation
- Topic: Catchable tiny_rats
- Replies: 19
- Views: 26331
Re: Catchable tiny_rats
I think you should be able to do this in a more "correct" manner by adding an item component on the monster. Or at least some point during development we did this to an ogre
- Thu Oct 23, 2014 2:45 pm
- Forum: Mod Creation
- Topic: Assets and introduction to scripting and scripting ref ETA ?
- Replies: 21
- Views: 21244
Re: Assets and introduction to scripting and scripting ref E
Don't get too used to it! They'll update fast any time me or Petri is happening to work on the page but unfortunately we're still multitasking with a lot of other responsibilities toocromcrom wrote:The modding pages are being updated fast, thanks
- Thu Oct 23, 2014 12:43 pm
- Forum: Mod Creation
- Topic: [LOG 1] editor question . Wait or leave
- Replies: 9
- Views: 8868
Re: [LOG 1] editor question . Wait or leave
We're working on the editor documentation and scripting reference as quickly as we can. You can always check the current progress at: http://www.grimrock.net/modding/
- Thu Oct 23, 2014 12:33 pm
- Forum: Grimrock 2 Discussion
- Topic: The design of special attack can be done better.
- Replies: 19
- Views: 22132
Re: The design of special attack can be done better.
Whether or not it is bad design is debatable and subjective but this is indeed the intended design. The goal for the combat in Grimrock was a game of rhythm, tactics and reaction instead of trying realistically simulate a group of four individuals. I'm not saying that what we chose to do was inheren...