Search found 612 matches

by antti
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.
by antti
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...
by antti
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!(?)

Drakkan wrote:nice. So seems that could explain that objects placed outside the map like shipwreck etc... :)
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.
by antti
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.
by antti
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.
by antti
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

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...
Good idea! Done. :)
by antti
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 :lol:
by antti
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

cromcrom wrote:The modding pages are being updated fast, thanks :-)
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 too ;)
by antti
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/
by antti
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...