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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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NutJob
Posts: 426
Joined: Sun Oct 19, 2014 6:35 pm

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Post by NutJob »

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Last edited by NutJob on Wed Nov 12, 2014 1:30 am, edited 1 time in total.
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Jgwman
Posts: 144
Joined: Thu Jun 28, 2012 10:14 pm

Re: [Script - WIP] Destroy Object

Post by Jgwman »

It seems easier to just store your objects in an array when you create them, and destroy them when you need to, but maybe I don't understand your use for this.
NutJob
Posts: 426
Joined: Sun Oct 19, 2014 6:35 pm

Re: [Script - WIP] Destroy Object

Post by NutJob »

Jgwman wrote:It seems easier to just store your objects in an array when you create them, and destroy them when you need to, but maybe I don't understand your use for this.
I do as I "setup" rooms (especially if there's a puzzle, traps, scripted events) then, yes, they just go into a table for easy access, but this is for long distance calls (per-say ~laughs~) or as required (such as several puzzles linked as one larger puzzle), or there's just need to kill something specific without manually hardcoding it all in.
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Doridion
Posts: 256
Joined: Tue Jun 10, 2014 9:23 pm

Re: [Script - WIP] Destroy Object

Post by Doridion »

Another use, is if modder wants spawn an entire puzzle.

Example : Entering in a room, nothing, doing keeping stuff in an alcove and BAM, door closed, puzzle spawning with a timer.
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