Char portraits.

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trancelistic
Posts: 275
Joined: Sat Jun 16, 2012 5:32 am

Char portraits.

Post by trancelistic »

Hey. I stumbeld on 1 last issue:

The: party:getChampion(1):setPortrait("mod_assets/portraits/cecil.tga")
Works in the editor ( works for all champs)

However in the game itself it still loads the default portraits.
What could I have done to cause this?

I really do not get.

Help is surely appriciated<3
minmay
Posts: 2768
Joined: Mon Sep 23, 2013 2:24 am

Re: Char portraits.

Post by minmay »

Are you calling it immediately on dungeon start? If so you may need to wait a frame first, e.g. put it in a function in a script_entity then put a hidden pressure plate under the party's starting position, and connect that plate to the function.
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trancelistic
Posts: 275
Joined: Sat Jun 16, 2012 5:32 am

Re: Char portraits.

Post by trancelistic »

Oh wow. Could it be this simple?

I go try it right away minmay.

Thanks for your great help so far. I appriciate it<3
trancelistic
Posts: 275
Joined: Sat Jun 16, 2012 5:32 am

Re: Char portraits.

Post by trancelistic »

minmay wrote:Are you calling it immediately on dungeon start? If so you may need to wait a frame first, e.g. put it in a function in a script_entity then put a hidden pressure plate under the party's starting position, and connect that plate to the function.
I just rememberd. i though of this. I've placed a temp button that goes to a function script to set the portraits and some status.
That also didn't worked:(

note: The other things in the script do work. Only the portrait not.
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