Ask a simple question, get a simple answer
Re: Ask a simple question, get a simple answer
Nice, and thank you for the fixed link.
This is a beautiful map resource that I'd not seen before.
___________________
I did a simple model swap for the fixed files, and restarted the editor, but the problem is still present (for me) that the projectiles fly through the gate and the secret wall.
*Is there more to it than just the swap to get it to work? The models are obviously cleaned up/fixed... but I still can toss projectiles through them.
**I mentioned above that when I swapped the gate model for a vanilla iron door model, the projectiles still passed through the gate object.
This is a beautiful map resource that I'd not seen before.
___________________
I did a simple model swap for the fixed files, and restarted the editor, but the problem is still present (for me) that the projectiles fly through the gate and the secret wall.
*Is there more to it than just the swap to get it to work? The models are obviously cleaned up/fixed... but I still can toss projectiles through them.
**I mentioned above that when I swapped the gate model for a vanilla iron door model, the projectiles still passed through the gate object.
Last edited by Isaac on Sun May 29, 2022 9:32 am, edited 3 times in total.
Re: Ask a simple question, get a simple answer
@Isaac Thank you! You was right, Minmay already knows.
@minmay Thanks a lot! "shuffling around the nodes" sounds to me like "just cast a fireball spell" - easy anough if you are a wizard, but impossible for mere mortal like myself
@minmay Thanks a lot! "shuffling around the nodes" sounds to me like "just cast a fireball spell" - easy anough if you are a wizard, but impossible for mere mortal like myself
Re: Ask a simple question, get a simple answer
I see that the secret door cannot be used on a double height wall, as done in the demo map. It clips with the wall above it.
Re: Ask a simple question, get a simple answer
For me fixed models works just fine.
Re: Ask a simple question, get a simple answer
That's interesting, and good enough; glad to hear it...but it's odd.
In-editor, using the fixed file, and even when I swap the model out for the vanilla dungeon_secret_door.fbx it does not fix the issue for me.
In-editor, using the fixed file, and even when I swap the model out for the vanilla dungeon_secret_door.fbx it does not fix the issue for me.
Re: Ask a simple question, get a simple answer
Well. I want to remove items from the party's inventory with certain traits. I also want to remove that items from containers the party may carry.
I have the following function which works for single items but doesn't work for items in containers - it simply doesn't remove anything there. And I do not understand, why.
Has anyone an idea, what's wrong with it?
I have the following function which works for single items but doesn't work for items in containers - it simply doesn't remove anything there. And I do not understand, why.
Has anyone an idea, what's wrong with it?
Code: Select all
function removeWeappons()
local weaptrait = {"light_weapon", "sword", "daggers", "weapon", "heavy_weapon", "mace", "axe", "two_handed", "firearm", "spear", "missile_weapon", "throwing_weapon", "wand" }
for i=1,4 do
local ch = party.party:getChampion(i)
for slot=1,ItemSlot.MaxSlots do
local item = ch:getItem(slot)
if item then
for _,trait in ipairs(weaptrait) do
if item:hasTrait(trait) then
ch:removeItemFromSlot(slot)
break
--##here begins the part that seems to be wrong
elseif item:hasTrait("container") then
for index=1,item.go.containeritem:getCapacity() do
local cItem = item.go.containeritem:getItem(index)
if cItem then
for _,cTrait in ipairs(weaptrait) do
if cItem:hasTrait(cTrait) then
ch:removeItemFromSlot(index)
break
end
end
end
end
end
end
end
end
end
setMouseItem()
end
Re: Ask a simple question, get a simple answer
Never mind. Found it by my own. - Tricky detail stuff in the script...
Re: Ask a simple question, get a simple answer
Hey, guys!
Is there any way to forcefully exit party's "on top of the ladder" state?
What I've tried already:
Teleportation or party:setWorldPosition() - party just stays on the air
Knockback - ignored
Disabling/destroying ladder - ignored
Enabling party.gravity - ignored, will kill party by falling damage afrer jumping down from current position
Using party:setWorldPositionY() ignored
I'm out of ideas a bit
If not disabling the state, may be there is a way to check is the party on top of the ladder or not? party:isClimbing() don't work. Of course, I can search for ladder entities under the party, but this is not a guaranteed method. Party can stand on magic bridge or something...
Another interesting (and annoying) mechanic - if you spawn platform under the party after climbing the ladder, the party will fall down anyway after turning right/left. Looking for workaround for this "feature" too
Is there any way to forcefully exit party's "on top of the ladder" state?
What I've tried already:
Teleportation or party:setWorldPosition() - party just stays on the air
Knockback - ignored
Disabling/destroying ladder - ignored
Enabling party.gravity - ignored, will kill party by falling damage afrer jumping down from current position
Using party:setWorldPositionY() ignored
I'm out of ideas a bit
If not disabling the state, may be there is a way to check is the party on top of the ladder or not? party:isClimbing() don't work. Of course, I can search for ladder entities under the party, but this is not a guaranteed method. Party can stand on magic bridge or something...
Another interesting (and annoying) mechanic - if you spawn platform under the party after climbing the ladder, the party will fall down anyway after turning right/left. Looking for workaround for this "feature" too
Last edited by Adrageron on Wed Sep 14, 2022 8:23 am, edited 1 time in total.
Re: Ask a simple question, get a simple answer
Without trying it by myself:
Have you tried PartyComponent:move(direction)?
Have you tried PartyComponent:move(direction)?
Re: Ask a simple question, get a simple answer
Thank you! It is worked (kind of). The problem is that the party actually moved (even backwards). But this is a progress anyway, I can spawn temporary obstacle to prevent moving