Prozails thread.

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cromcrom
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Re: Prozails thread.

Post by cromcrom »

Superb. And thank you so much for sharing :-)
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Grimfan
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Re: Prozails thread.

Post by Grimfan »

Now that is a beautiful thing Prozail. Your output and sharing spirit is truly wonderful. :)

Actually, I think Skuggs had a pendulum trap up and going for LOG 1 at one stage. You should PM him and combine your skills on this nasty beast.
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Doridion
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Re: Prozails thread.

Post by Doridion »

Prozail, I know you prefers having all your works in the first post, but your animations converter is a really important progress for modders ( especially in the monster's modding ).

So with your agree, I duplicate the link to your converter here, in order to stick it in the superthread.

Many, many, many thanks for it, awesome and most useful work ;)
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Prozail
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Re: Prozails thread.

Post by Prozail »

Doridion wrote:Your animations converter is a really important progress for modders ( especially in the monster's modding ). So with your agree, I duplicate the link to your converter here, in order to stick it in the superthread.
No problem, but it's VERY rough, and practially zero errorchecking :) I guess we'll see a real exporter soon.

Still having alot of fun with 3dsmax (since I figured out I could get a free student-version through their web) so here's another trap experiment:

A ball with chain, falling from the ceiling, causing knockback, and becomes an obstacle. Use controller:activate() to deploy it. You can call controller:deactivate() to reset it, and remove the obstacle (no animation for that though, so do that out of sight).

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Last edited by Prozail on Thu Nov 20, 2014 11:16 am, edited 1 time in total.
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Drakkan
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Re: Prozails thread.

Post by Drakkan »

Hi Prozail
I already sent you PM, so far no answer, so writing you here - in case you will have some time can you please update the shop project with one additional button (under the lever) which will display items from buyable list backward ? In case there is more items to buy in the list, this could be quite usefull for player. thanks a lot
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Batty
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Re: Prozails thread.

Post by Batty »

Hey Prozail, the ball_chain animation is really good! :) Moves like it should. Can you explain how self.done works? I see it's a boolean, it determines when animations end? :?

Code: Select all

onHitChampion = function(self, champion)
   if not self.done then
      party.party:knockback(self.go.facing)					
   end
   self.done = true
end
Edit: It just allows one pass through the hook, I guess. I can't find it in the reference.
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Prozail
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Re: Prozails thread.

Post by Prozail »

self.done is a bit of a trick. You can create variables dynamically on the proxy-object, and i use it here to make sure the event only fires once, not for each party-member. Beware though, anything you create like this IS NOT SAVED IN A SAVEGAME. So only use it for temporary storage, where it doesn't matter.

Also @Drakkan, I put another button in the shop.
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Drakkan
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Re: Prozails thread.

Post by Drakkan »

Prozail wrote: Also @Drakkan, I put another button in the shop.
thanks a lot !
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Ciccipicci
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Re: Prozails thread.

Post by Ciccipicci »

I love the chain ball trap. Anyway can you update your model with another chain near the ball so the ball and chains are not separated when it became an obstacle?
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Duncan1246
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Re: Prozails thread.

Post by Duncan1246 »

Prozail wrote: Here is a first version of a reworked Dark Elf Temple, originally designed by Daniv (Original version here). All objects are in there, but i've removed the skeleton warrior, and skeleton Archer. Maybe i'll redo them separately at a later time.
Hi Prozal,
Dark elf temple suits very well to my project, but I wonder why this thread seems to be dead ? Does the assets don't work as well as intended, or what?
If it's ok, I have encountered a bug in using a water_tile. I write this:
SpoilerShow

Code: Select all

defineTile{					
	name = "dark_elf_temple_floor_water",
	editorIcon = 112,
	color = {45,95,140,255},
	builder = "dungeon",
	floor = {
		"dark_elf_temple_floor_plain", 1,
	},
	wall = {
		"dark_elf_temple_wall", 1,
	},
	pillar = {
		"dark_elf_temple_pillar", 1,
	},
	ceiling = {
		"dark_elf_temple_ceiling", 1,
	},
	ceilingShaft = "dark_elf_temple_ceiling_shaft",
	underwater = true,
	ceilingEdgeVariations = true,	
	automapTile = "water",
}
... but LG2 crashes with this warning: "undefined object "dark_elf_temple_ceiling"" . I can't understand why, "dark_elf_temple_ceiling" is defined and working, so how can I put adapted water tile in dark_elf_temple?
Duncan
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