Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
-
THOM
- Posts: 1175
- Joined: Wed Nov 20, 2013 11:35 pm
- Location: Germany - Cologne
-
Contact:
Post
by THOM » Sat Jul 20, 2019 7:18 pm
That looks really cool!
Maybe the biggest ones are a bit too big? From the picture they seem to be very huge...
THOM formaly known as tschrage
_______________________________________________
My MOD (LoG1): Castle Ringfort Thread
My MOD (LoG2): Journey To Justice Thread | Download
-
vanblam
- Posts: 243
- Joined: Sun Nov 09, 2014 12:15 am
Post
by vanblam » Sun Jul 21, 2019 12:54 am
THOM wrote: ↑Sat Jul 20, 2019 7:18 pm
That looks really cool!
Maybe the biggest ones are a bit too big? From the picture they seem to be very huge...
Yea Ill have some smaller ones to use as well

-
akroma222
- Posts: 1025
- Joined: Thu Oct 04, 2012 10:08 am
Post
by akroma222 » Sun Jul 21, 2019 10:23 am
They look stunning!
Could be cool placed where land meets lava too?
Im guessing you may have defined the red crystals as their own separate objects for folk to place as they like
(hopefully that doesn't sound too presumptuous)
Akroma
-
vanblam
- Posts: 243
- Joined: Sun Nov 09, 2014 12:15 am
Post
by vanblam » Mon Jul 22, 2019 5:14 pm
akroma222 wrote: ↑Sun Jul 21, 2019 10:23 am
They look stunning!
Could be cool placed where land meets lava too?
Im guessing you may have defined the red crystals as their own separate objects for folk to place as they like
(hopefully that doesn't sound too presumptuous)
Akroma
I like the idea of having some that meet the lava, ill look into that. Yes the red crystals will be placeable for the ceiling and floor.
I have a question about a script component, I was wondering if there is a way to factor in elevation to this:
Code: Select all
{
class = "Null",
onInit = function(self)
local x = self.go.x
local y = self.go.y
local facing = self.go.facing
local level = self.go.level
local fx,fy = getForward(facing)
local rx,ry = getForward((facing+1)%4)
do
local x = self.go.x + fx
local y = self.go.y + fy
if x >= 0 and y >= 0 and x < 32 and y < 32 then
self.go.map:setAutomapTile(x, y, 4) -- rocky wall
end
end
--destroy wall slopes
for yy=-1,1 do
for xx=-1,1 do
local x = x + rx * xx + fx * yy
local y = y + ry * xx + fy * yy
if x >= 0 and y >= 0 and x < 32 and y < 32 then
for e in self.go.map:entitiesAt(x, y) do
if e.name == "rc_wall_slope"
or e.name == "rc_edge_support_01"
or e.name == "rc_edge_support_02"
or e.name == "rc_edge_support_03"
or e.name == "rc_edge_support_04"
or e.name == "rc_edge_support_01b"
or e.name == "rc_edge_support_02b"
or e.name == "rc_edge_support_03b"
or e.name == "rc_edge_support_04b"
then e:destroy()
end
end
end
end
end
end
},
I want to be able to destroy objects above and below, this only works on the objects current elevation.
-
Isaac
- Posts: 2994
- Joined: Fri Mar 02, 2012 10:02 pm
Post
by Isaac » Tue Jul 23, 2019 12:41 am
How exactly is this component used?
-
vanblam
- Posts: 243
- Joined: Sun Nov 09, 2014 12:15 am
Post
by vanblam » Tue Jul 23, 2019 1:03 am
Isaac wrote: ↑Tue Jul 23, 2019 12:41 am
How exactly is this component used?
I use it to destroy objects around a particular asset, such as stairs, chasms, contraptions etc. The way Red Cave is set up, some details stick out and over other things, so I have that component on some objects to automatically destroy them so you wont have worry about it. Its a small thing for me to have this destroy objects on a certain elevation, just wanted to see if it was easily possible to add, if its more complicated then I'm cool with out it

.
-
Isaac
- Posts: 2994
- Joined: Fri Mar 02, 2012 10:02 pm
Post
by Isaac » Tue Jul 23, 2019 3:59 am
That's what I had thought. I haven't scrutinized the script yet. I asked because I made a test map, and defined my own objects named "rc_wall_slope", "rc_edge_support_01" ,"rc_edge_support_02", "rc_edge_support_03", "rc_edge_support_04", "rc_edge_support_01b", "rc_edge_support_02b", "rc_edge_support_03b", and "rc_edge_support_04b".
I then placed my test objects on the map, each having the Null component (and even placed on the same tiles as the RC assets), and nothing happened. I then added a print(e.name) statement just before the e.destroy() statement, and nothing printed.
entitiesAt(x,y) includes all elevations.
-
vanblam
- Posts: 243
- Joined: Sun Nov 09, 2014 12:15 am
Post
by vanblam » Tue Jul 23, 2019 5:02 pm
Isaac wrote: ↑Tue Jul 23, 2019 3:59 am
That's what I had thought. I haven't scrutinized the script yet. I asked because I made a test map, and defined my own objects named "rc_wall_slope", "rc_edge_support_01" ,"rc_edge_support_02", "rc_edge_support_03", "rc_edge_support_04", "rc_edge_support_01b", "rc_edge_support_02b", "rc_edge_support_03b", and "rc_edge_support_04b".
I then placed my test objects on the map, each having the Null component (and even placed on the same tiles as the RC assets), and nothing happened. I then added a print(e.name) statement just before the e.destroy() statement, and nothing printed.
entitiesAt(x,y) includes all elevations.
Yep your right hahaha, again I'm just stupid lol. I had it on the wrong object." Face Palm"

-
vanblam
- Posts: 243
- Joined: Sun Nov 09, 2014 12:15 am
Post
by vanblam » Tue Jul 23, 2019 10:45 pm
I started putting together some small crystal beds. I Think Ill have 2 of them, a large bed (2x2 tiles) and a small bed(1x1 tile). I finished the 2x2 bed, have a look.
I will have some larger crystals in a bed format too.
I do have the ceiling crystal finished.
Oh I almost forgot the lava edge extras I created. These are extra rounded edges and a side edge to put in your lava to give it a less squarish feeling. I also added a lava window so to speak, to add to the environment.
