Search found 426 matches
- Wed Nov 26, 2014 3:26 am
- Forum: Support and Tech Discussion
- Topic: Mac Compatible?
- Replies: 5
- Views: 8645
Re: Mac Compatible?
The devs went to Amsterdam or something to party. They should be back soon.
- Tue Nov 25, 2014 10:50 pm
- Forum: Mod Creation
- Topic: [script][Crom system] Independant night/day cycle
- Replies: 3
- Views: 6342
- Tue Nov 25, 2014 7:39 pm
- Forum: Mod Creation
- Topic: The "Has anyone got this code to work?" thread
- Replies: 14
- Views: 19782
Re: The "Has anyone got this code to work?" thread
Thanks Doridion, I can pretty much confirm using addConnector (on the correct field) on an item , only, will produce this error. I just tried added an event to many weapons, armor, and gear, starting with meleeattack on a long sword and I get map is nil . I use add/removeConnector() (not in the edit...
- Tue Nov 25, 2014 1:24 am
- Forum: Mod Creation
- Topic: Debate: Secret buttons
- Replies: 14
- Views: 16734
Debate: Secret buttons
Well, this forum has died down significantly since a month a ago so how about some friendly crossfire on hidden buttons? To start, I'm an Anti-fan of hidden buttons unless in extremely reasonable circumstances, and even then will not use a Secret Button. If it's part of a puzzle or progression [of a...
- Tue Nov 25, 2014 12:37 am
- Forum: Mod Creation
- Topic: [bug (nope, solved)] local spawn broken ?
- Replies: 2
- Views: 2281
Re: [bug ?] local spawn broken ?
I dynamically create my entire module with spawn without setting a single entity in it [a map] (much like how Scotty does his in his procedural module). So, yes, spawn works and any property can be changed, removed, and added (createComponent), and no, I don't lose "settings/values" on the...
- Mon Nov 24, 2014 11:33 pm
- Forum: Mod Creation
- Topic: The "Has anyone got this code to work?" thread
- Replies: 14
- Views: 19782
Re: The "Has anyone got this code to work?" thread
Aye, yes. The first thing I did when I got the map is nil error was this: function specialRope(x, y, z, facing) local o = spawn("rope", party.level, x, y, facing, z) print(o.map) o.item:addConnector("onEquipItem", "lib", "aaa") o.item:addConnector("onUneq...
- Mon Nov 24, 2014 11:00 pm
- Forum: Mod Creation
- Topic: The "Has anyone got this code to work?" thread
- Replies: 14
- Views: 19782
Re: The "Has anyone got this code to work?" thread
Here is the stripped down testing code that gets fired on a floor_trigger: function myTestSpawn() local o = spawn("rope", party.level, party.x, party.y, 0, party.elevation) o.item:addConnector("onEquipItem", "lib", "aaa") o.item:addConnector("onUnequipIte...
- Mon Nov 24, 2014 10:28 pm
- Forum: Mod Creation
- Topic: The "Has anyone got this code to work?" thread
- Replies: 14
- Views: 19782
Re: The "Has anyone got this code to work?" thread
For the sake of testing I moved the whole thing to a floor_trigger partyOnly. Edit: also because all 4 of my scripts (238 functions) are loaded from a single script_entity with this amazing script loader nothing gets fired before everything else is loaded into the game. I used to have problems with ...
- Mon Nov 24, 2014 9:01 pm
- Forum: Mod Creation
- Topic: The "Has anyone got this code to work?" thread
- Replies: 14
- Views: 19782
Re: The "Has anyone got this code to work?" thread
All right, well, I guess I'll chalk this up to "not possible" and stick with directly putting the functions in the defineObject: defineObject{ baseObject = "base_item", name = "someItemWithEvents", components = { { class = "Item", onEquipItem = function(self, ...
- Mon Nov 24, 2014 8:48 pm
- Forum: Mod Creation
- Topic: The "Has anyone got this code to work?" thread
- Replies: 14
- Views: 19782
Re: The "Has anyone got this code to work?" thread
Initialization (instantiation?) is not from a calling object so it never occurred to me (I'm directly working with the object). Also, no that doesn't work; decided to try anyway being I'm on attempt #6,209 (not really) to make it work.