[WIP] GrimTK GUI Framework
Re: [WIP] GrimTK GUI Framework
In my mod I have a pressure plate where when the party steps on it, it starts a dialogue, but when they step on it it gives me an error saying 'attempt to call field 'startDialogue' (a nil value)'. Thanks
Grey Island mod(WIP): http://www.grimrock.net/forum/viewtopic ... 99#p123699
Re: [WIP] GrimTK GUI Framework
A nil value basically means that it doesn't exist; your mod is calling for something that either doesn't exist, or the location/pathname for it is wrong.
More than that needs more details.
More than that needs more details.
Re: [WIP] GrimTK GUI Framework
I took out an asset pack I had in my dungeon, and it works now.
Grey Island mod(WIP): http://www.grimrock.net/forum/viewtopic ... 99#p123699
Re: [WIP] GrimTK GUI Framework
Objects can be redefined if they appear more than once during initialization/loading. It might be that an object altered/defined by GrimTK was redefined without the startDialog function.
More likely the mod you removed redefined the same object.
More likely the mod you removed redefined the same object.
Re: [WIP] GrimTK GUI Framework
I have another question, but I'm not sure if this is the right place to post it. Is it possible to make it so that some dialogue options are only available if the party has a high enough stat/skill? Example: The party is walking through a dungeon when they come to a cave in. The dialogue comes, asking them if they want to walk away, or if their athletics or strength is high enough, to clear it away to unlock some treasure. Is this possible with minimal scripting? Thanks.
Grey Island mod(WIP): http://www.grimrock.net/forum/viewtopic ... 99#p123699
Re: [WIP] GrimTK GUI Framework
Does GrimTK not work with zim_assets? I have merged the party definitions, and it all works fine, no errors or anything, but when I start a dialogue or open the enchanting menu, the party can still move around. This isn't that big of a deal, but it is kind of annoying to have to drop invisible doors around the party every time I start a dialogue. Thanks
Grey Island mod(WIP): http://www.grimrock.net/forum/viewtopic ... 99#p123699
Re: [WIP] GrimTK GUI Framework
I have rarely used GrimTK, but Grimrock 2 has a built in way to disable party movement, rather than using invisible doors.
Try this out:
https://github.com/JKos/log2doc/wiki/Ob ... s#gamemode
If enable controls is false, then the player cannot move, use mouse look, pick up or throw items using the mouse, open or close champion windows, or use keyboard shortcuts in general. The player can freely interact with champion windows that are already open.
- GameMode.setEnableControls(boolean)