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!
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Isaac
- Posts: 2981
- Joined: Fri Mar 02, 2012 10:02 pm
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by Isaac » Wed Mar 18, 2015 2:00 pm
sajon wrote:for i=1,10 do allPlates.floortrigger:enable(true)
for i=1,10 do findEntity(allPlates).floortrigger:enable()
AllPlates stores the names as strings, not objects ~as it should be, but you have to then use findEntity() to get the object with the name.
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Ciccipicci
- Posts: 154
- Joined: Mon Oct 08, 2012 12:55 am
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by Ciccipicci » Wed Mar 18, 2015 4:27 pm
Hello. I've just a simple request. Can someone paste complete scripts for teleport particle effect with different colors? Thanks.
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sajon
- Posts: 38
- Joined: Fri Nov 08, 2013 7:17 am
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by sajon » Thu Mar 19, 2015 12:54 am
Isaac wrote:sajon wrote:for i=1,10 do allPlates.floortrigger:enable(true)
for i=1,10 do findEntity(allPlates).floortrigger:enable()
AllPlates stores the names as strings, not objects ~as it should be, but you have to then use findEntity() to get the object with the name.
Thanks
Isaac
I thought that it was because the array was strings, not object, but i could not figure out how to convert it. I knew when you put quotes around something it usually means it is an string. then i removed the quotes and it kept giving me table values.
My head is sore and the wall is dented...
but it worked thanks...
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Eleven Warrior
- Posts: 727
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
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by Eleven Warrior » Sun Mar 22, 2015 8:59 am
Hi all. I have looked through the reference and I cannot find how to remove a skill from a champ? You can remove items, conditions and traits, but not sure if you can remove trait. Anyone know how to do this thxs

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minmay
- Posts: 2691
- Joined: Mon Sep 23, 2013 2:24 am
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by minmay » Sun Mar 22, 2015 9:03 am
Use Champion:trainSkill() with a negative number.
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Eleven Warrior
- Posts: 727
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
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by Eleven Warrior » Sun Mar 22, 2015 10:36 am
Ahhhh Thank you Minmay. That's kinda weird but it works

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almostsimon
- Posts: 1
- Joined: Sun Mar 22, 2015 3:14 pm
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by almostsimon » Sun Mar 22, 2015 3:26 pm
Hi there
I just started modding and already have come across a script error (which i saw working in a tutorial somehow??):
So what I have is:
Code: Select all
function healparty()
party:heal()
end
called via a simple floor_trigger. Then i get this error message:
attempt to call method 'heal' (a nil value) X
Can't figure out what i'm doing wrong >.<
Thanks for your help!
almost Simon
EDIT:
Nevermind, I'm just an idiot :>
Seems like some scripts worked in the first one but do not anymore?
So should be:
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Isaac
- Posts: 2981
- Joined: Fri Mar 02, 2012 10:02 pm
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by Isaac » Sun Mar 22, 2015 3:59 pm
almostsimon wrote:Seems like some scripts worked in the first one but do not anymore?
So should be:
In the second game, objects now have sub-components. calls are now [often] object.component:function().
Even scripts on the game map contain script components, that contain their code and functions.
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BuzzJ
- Posts: 160
- Joined: Sat Jan 12, 2013 4:06 pm
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by BuzzJ » Tue Mar 24, 2015 11:01 am
Is there a simple way to make an object or several spawn on the same tile as the party when an (here unspecified) event occurs? Where defining the location of the party is not necessary?
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petri
- Posts: 1917
- Joined: Thu Mar 01, 2012 4:58 pm
- Location: Finland
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by petri » Tue Mar 24, 2015 11:29 am
BuzzJ wrote:Is there a simple way to make an object or several spawn on the same tile as the party when an (here unspecified) event occurs? Where defining the location of the party is not necessary?
Something like this perhaps?