Search found 612 matches
- Thu Oct 23, 2014 9:33 am
- Forum: Mod Creation
- Topic: Assets and introduction to scripting and scripting ref ETA ?
- Replies: 21
- Views: 21243
Re: Assets and introduction to scripting and scripting ref E
We've been occupied with patching the game (among a hundred other launch-related things) since the game's release but with the first patch out of the way, it seems like now we can little by little start concentrating more on the editor and scripting documentation. Can't give you an ETA yet though.
- Wed Oct 22, 2014 3:50 pm
- Forum: Mod Creation
- Topic: Mine floor's walls vs. ceiling.
- Replies: 9
- Views: 8554
Re: Mine floor's walls vs. ceiling.
Yes that works, and placing all the components yourself from the assets also works. But using only the brush doesn't work, even with ceiling height 1 and floor heights 0 and below, it places walls about 1m(?) too low (that's why I thought it was module height problem, but no). I'm kinda confused he...
- Wed Oct 22, 2014 9:33 am
- Forum: Mod Creation
- Topic: Mine floor's walls vs. ceiling.
- Replies: 9
- Views: 8554
Re: Mine floor's walls vs. ceiling.
Are you using some other ceiling height than 1? The mine set supports only ceiling height of 1 and floor heights of 0 and below.
- Wed Oct 22, 2014 9:05 am
- Forum: Mod Creation
- Topic: Please improve asset categories
- Replies: 10
- Views: 11612
Re: Please improve asset categories
@Antti: It's completely academic (as I have no immediate use for it at the moment), but if you know off the top of your head the answer to my question you would put a demon to rest... I wanted to attach a red light to the big herder. I did that find by cloning it and adding a light component, but i...
- Tue Oct 21, 2014 2:37 pm
- Forum: Grimrock 2 Discussion
- Topic: Beta 2.1.12
- Replies: 15
- Views: 11934
Re: Beta 2.1.12
Are the patches actually meant to be publicly available now or still in Beta stage? Just looking for clarification because my game does not seem to have been updated yet. (For instance, Weapon Specialization is still called that) I pre-ordered the game via Grimrock.net and activated on Steam, so it...
- Tue Oct 21, 2014 2:28 pm
- Forum: Mod Creation
- Topic: BUG - beach master gate object bugged ?
- Replies: 3
- Views: 4984
Re: BUG - beach master gate object bugged ?
Yeah, the master gate works a little different: unlike other doors, it's animated and it cannot be closed. Open it with a connector and it should work. So, strictly speaking it's not a bug since the object works as intended. It's a special case and therefore more limited in its usage than other more...
- Tue Oct 21, 2014 11:03 am
- Forum: Mod Creation
- Topic: Possible bug with Castle Interior water tiles?
- Replies: 5
- Views: 7324
Re: Possible bug with Castle Interior water tiles?
FYI, module height defines the height difference of the different elevation levels in meters. Castle pieces have been modeled to be 4m tall while the others are 3. Also Module Height is very useful if you're starting your party at a height lower than zero (0). As long as the Module Height is three ...
- Tue Oct 21, 2014 10:50 am
- Forum: Mod Creation
- Topic: Dig hole figured out Basic
- Replies: 16
- Views: 15811
Re: Dig hole figured out Basic
With diggable chests, you can just place a chest at a lower elevation than the ground (eg. if your ground is at zero, move chest to -1 height) and the digging and dig hole will be handled automatically. No floor trigger needed either.
- Tue Oct 21, 2014 10:25 am
- Forum: Mod Creation
- Topic: Please improve asset categories
- Replies: 10
- Views: 11612
Re: Please improve asset categories
Awesome - I assume you can access these tags from scripts too - that's REALLY useful for having sets of items that can finish a puzzle etc. (I guess that's how you did some "put a sword here" type puzzles). Also - you're such teases! Snippets of code while we wait for the scripting refere...
- Tue Oct 21, 2014 9:49 am
- Forum: Mod Creation
- Topic: Please improve asset categories
- Replies: 10
- Views: 11612
Re: Please improve asset categories
You can make your own categories since the categories come from tags assigned in the object definitions. If you're up for cloning the objects, you can define your own tags for the default objects too even though that will quite a bit of manual work. :) Here's an example: defineObject{ name = "m...